Nordes 2013
Online proceedings
Nordes 2013:
Experiments in design research
Online proceedings
9-12 June 2013
Published in 2013 by The Royal Danish
Academy of Fine Arts, Schools Architecture,
Design and Conservation
Editors
Eva Brandt, Pelle Ehn, Troels Degn Johansson,
Maria Hellström Reimer, Thomas Markussen,
Anna Vallgårda
The proceedings with all papers etc are available
at Nordes digital archive: www.nordes.org
ISBN
978-87-7830-316-5
Nordic Design Research Conference 2013, Copenhagen-Malmö. www.nordes.org
2
Cont ent
Introduction
4
Program
6
Index of papers
17
Papers
22
Commitee
516
Review comittee
518
Venue
522
Nordic Design Research Conference 2013, Copenhagen-Malmö. www.nordes.org
3
Introduction
Welcome to Nordes 2013 the 5th biannual Nordes conference; welcome to
Malmö and Copenhagen! Since its establishment in 2005, the Nordic design
research conference, Nordes, has established itself as perhaps the most important scholarly event in the field in the Nordic countries, and over the years,
Nordes has attracted still more participants from the rest of the world. The
ambition of the Nordes design research conference is to develop into an international conference of the highest academic standards with close reference to
design practice as well as to the more traditional research approaches to design;
a conference which gathers scholars from the so-called artistic institutions as
well as from the universities, the business schools, and the polytechnical universities, including also independent scholars and still other environments. Nordes wishes to be a vital, inspirational forum in a still emergent field of design
research, where the first generation of pioneers is still active, where promising
research talents try out new paths, and where you constantly see newcomers
settle with their strange seeds and wonderful new kinds of crops. This Summer,
Nordes “returns” to the place where it all began—the Øresund region—and
indeed, partly, to the venue where the Nordes conference was held back in 2005,
Holmen, the old naval base in central Copenhagen, where the Danish Centre
for Design Research hosted the conference along with colleagues from Malmö
as co-organisers. Since then, Nordes has visited Konstfack (Stockholm, 2007),
Oslo School of Architecture and Design (2009), and the School of Design at
the Aalto University (Helsinki, 2011).
At this conference, focus is on experiments. As a probing undertaking, design is
closely affiliated with the experimental and the exploratory. But what does this
mean in the context of design research? In one corner, experimentation is conceived of as designerly exploration into, for instance, materials, technologies,
and expressions. In another corner, design experimentation is shaped according to hypothetical-deductive models of knowledge production inherited from
science and engineering. Yet, in a third corner, design experiments are explored
as a means for promoting social change or as a critique of political and ethical values. For instance, this can take the form of critique through fiction and
utopias.
This raises a set of central questions for design research: How is design experimentation similar and different from experimentation in other research fields
and areas? What is the role of exploration vis-à-vis experimentation in design
research? How is it possible to provide a consistent account of research methods underlying experimental design research? Is it possible to stage design experiments other than as highly idealized probing situations? Can design experiments act as part of a critical aesthetic practice?
Nordic Design Research Conference 2013, Copenhagen-Malmö. www.nordes.org
4
As experiments are the core of the present conference, the ambition has been
to give both workshops and the design research exhibition a central place in
the programme. We have dedicated a full day for workshops in order to enable
designers and design researchers to explore and discuss the many aspects of design research in an experimental and “designerly” way. The workshops will take
place at STPLN in Malmö (see “venue” for further information). The intention
is to create common experiences and to provide different kinds of platforms
for the exchange of ideas and the exploration of new views. The Nordes workshops take many forms and contribute to various fields within design research,
among them Codesign, Critical Design, Sustainable Design, Health/Ageing,
Design Thinking, and Experimental Sketching. All conference participants are
encouraged to take part in a workshop. We are proud to present an exhibition
with 27 items in the main Ceremonial Hall where also one of the keynotes and
the plenary paper sessions will take place. The vision with the design research
exhibition is to present the materialities of design experiments in ways that
communicate knowledge of research and of practice. The exhibition may thus
both (be used to) present the outcomes of the research, and as a tool to express
and communicate research enquiries. Some of the exhibition themes are: Experiments as design fiction & critique, exploration & making methods, and stretching the boundaries of material use.
We hope that you will enjoy our four-day selection of keynote speakers, papers,
exhibition entries, workshops, and social and artistic events with experimentation as its overarching theme. This year, we have received more submissions
than ever. All proposals have been through a double blind peer-review process.
We are thus proud to be able to feature 34 full papers, 23 exploratory papers,
13 workshops, and 28 items for exhibition. We thank you all for your scholarly
and artistic contributions to the Nordes environment, and we thank all reviewers and co-organisers for your tireless efforts to keep the Nordes machine
running. Today we can all enjoy, celebrate, and nourish from the outcome. On
behalf of Nordes and the organizing committees, we welcome you to Nordes
2013 and to Malmö and Copenhagen.
Finally we would like to express our gratitude to the generous financial contributions and support to the Nordes 2013 conference from the The Swedish
Faculty for Design Research and Research Education (Designfakulteten), The
Danish Council for Independent Research (Det Frie Forskningsråd/FKK),
Letterstedtska Föreningen; School of Arts and Communication (K3), Malmö
University, and The Royal Danish Academy of Fine Arts, Schools of Architecture, Design, and Conservation.
Enjoy!
Eva Brandt, Pelle Ehn, Troels Degn Johansson, Maria Hellström Reimer,
Thomas Markussen, and Anna Vallgårda
Nordic Design Research Conference 2013, Copenhagen-Malmö. www.nordes.org
5
Pro gram
Event
(F) = Full paper
(E) = Exploratory paper
(Exh) = Exhibition paper
(Location)
Monday afternoon: Exploratory papers
Time
Sunday (Copenhagen)
(Registration is open from 08.30 - 20.30 in the reception)
09.00 - 12.30
Doctorial consortium
12.30 - 13.30
Lunch
13.30 - 17.00
Doctorial consortium
17.00 - 17.30
Conference opening
(Ceremonial hall)
17.30 - 18.30
Papers (plenary #1)
(Ceremonial hall)
(90.1.25)
(Cafeteria)
(90.1.25)
Design research I:
°
Characteristics and interferences of experiments in science,
in the arts, and in design research (F)
(Dagmar Steffen)
°
Experiments all the way: Diagrams of dialectics between
a design research program and experiments (F)
(Mette Agger Eriksen, Anne Louise Bang)
18.30 - 19.30
Keynote: Usman Haque (Ceremonial hall)
19.30 - 20.30
Buffet
20.30 - 22.30
Exhibition opening
Nordic Design Research Conference 2013, Copenhagen-Malmö. www.nordes.org
(Cafeteria)
(Ceremonial hall)
7
Monday (Copenhagen)
09.00 - 10.30
Papers (parallel track #1)
a) Experiments in design education: (Auditorium 5)
°
Discursive structures of informal critique in an HCI design studio (F)
(Colin Gray)
°
Story of use: Analysis of film narratives to inform the design
of object interactions (E)
(Silvia Grimaldi)
°
Why hypothetical? Grounding “the guess” in experimentation (E)
(Mary Anne Beecher)
°
Articulating material criteria (E)
(Karen Marie Hasling)
°
Translations: Experiments in landscape design education (E)
(Anne Tietjen)
°
Design argumentation in academic design education (E)
(Peter Dalsgaard, Christian Dindler, Jonas Fritsch)
b) Design for the social: (90.1.20)
°
Designing social play through interpersonal touch:
An annotated portfolio (E)
(Mads Hobye, Nicolas Padfield, Jonas Löwgren)
°
Designing in the emergent city. Assemblage, acts, performance (E)
(Kristine Samson)
°
Sustainable infrastructure for ad hoc social interaction (F)
(Lone Malmborg, Signe L. Yndigegn)
°
The social fabric: Exploring the social value of craftsmanship
for service design (F)
(Michelle Baggerman, Kristi Kuusk, Daniëlle Arets,
Bas Raijmakers, Oscar Tomico)
Nordic Design Research Conference 2013, Copenhagen-Malmö. www.nordes.org
8
Monday (Copenhagen)
10.30 - 11.00
Coffee break
11.00 - 12.30
Paper (plenary #2)
(Reception)
(Ceremonial hall)
Politics of design I:
°
Storm system: Wearable shelter for the alpha time era (F) (Exh)
(Miguel Rios)
°
Becoming the energy aware clock: Revisiting the design
process through a feminist gaze (F)
(Karin Ehrnberger, Loove Broms, Cecilia Katzeff)
°
Sacred services: The potential for service design of theory
relating to the sacred (F)
(Ted Matthews)
12.30 - 13.30
Lunch
13.30 - 15.00
Paper (parallel track #2)
(Cafeteria)
a) Politics of design II: (Auditorium 5)
°
Design experiments for sustainable eating in Finland (E)
(Young-Ae Hahn, Marja Seliger)
°
Making as using: Design research that deciphers value (E)
(Tania Splawa-Neyman)
°
Balancing food values: Making sustainable choices in
cooking practices (F)
(Annelise de Jong, Lenneke Kuijer, Thomas Rydell)
°
Designing sustainable futures (F)
(Sara Ilstedt, Josefin Wangel)
Nordic Design Research Conference 2013, Copenhagen-Malmö. www.nordes.org
9
Monday (Copenhagen)
b) Co-design I: (90.1.20)
°
Designing for self-leadership (F)
(Kirsten Bonde Sørensen)
°
‘Designerly’ analysis of participation structures (F)
(Jacob Buur, Marie Rosa Beuthel, Agnese Caglio)
°
Mapping children’s experiences: Adapting context
mapping tools to child participants (F)
(Mathieu Gielen)
15.00 - 17.00
Exhibition
(Ceremonial hall)
17.00 - 18.30
Paper (plenary #3)
(Ceremonial hall)
Enabling design experiments:
°
Can design go beyond critique? (Trying to compose together
in opening production) (F)
(Anna Seravalli)
°
Experimentation as making knowledge: Two models
of research in the design studio (F)
(Michael Jasper)
°
Non-directive experience design (F)
(Morten Winther)
Nordic Design Research Conference 2013, Copenhagen-Malmö. www.nordes.org
10
Tuesday (Malmö)
09.30 - 12.30
Workshop (part 1)
(STPLN)
Full day workshops (through part 1 and part 2):
°
Ageing & ingenuity: What is your design story?
(Yanki C Lee, Sara Hyltén-Cavallius, Virginia Tassinari)
°
An experiment of reflection on design game qualities
and controversies page
(Mette Agger Eriksen, Maria Hellström Reimer,
Eva Brandt, Kirsikka Vaajakallio)
°
Electronic sketching: Using IdemoBits as tools for
synthesis in design research
(Vanessa Carpenter, Mikkel Leth Olsen)
°
Experimenting with design: Playing with data
derived from unusual locations
(Laurene Vaughan, Andrew Morrison, Aisling Kelliher)
°
Experimenting with design experiments
(Anna Rylander, Bo Westerlund)
°
New ways of networking: A hands on workshop
exploring the workspace:lab and its equipment
(Christina Lundsgaard, Carolina Souza Da Conceição,
Johanna Eriksson)
°
The Fat Factory: Chewing the fat
(Mike Thompson, Daniëlle Arets)
Nordic Design Research Conference 2013, Copenhagen-Malmö. www.nordes.org
11
Tuesday (Malmö)
Half day workshops (part 1):
°
Creative communities, creative assets: Exploring
methods of mapping community assets
(Catherine Greene, Gail Ramster, Katerina Alexiou, Theo
Zamenopoulos, Giota Alevizou, Alan Outten, Cristina Gorzanelli)
°
Fungutopia workshop: Grow it yourself design
(Laura Popplow)
°
Playful design for Alzheimer’s disease
(Hester Anderiesen, Laura Eggermont)
°
Experimental sketching
(Judith Marlen Dobler)
12.30-13.30
Lunch
(STPLN)
13.30 - 16.30
Workshop (part 2)
(STPLN)
Half day workshops (part 2):
°
Designing value and reframing challenges
(Andrea Augsten, Frederike Beha)
°
Expand your design space with energy harvesting
(Johan Pedersen, Vanessa Carpenter)
16.30 - 17.30
17.30 - 18.30
Coffee break
Keynote: Massumi & Manning
(MEDEA)
(MEDEA)
18.30 - 19.30
Refreshments
(STPLN)
19.30 - 22.30
Conference dinner:
Nordes popup restaurants
(STPLN)
Nordic Design Research Conference 2013, Copenhagen-Malmö. www.nordes.org
12
Wednesday (Copenhagen)
09.00 - 10.30
Paper (parallel track #3)
a) The role of the designer: (90.1.20)
°
Discursive design basics: Mode and audience (E)
(Bruce M. Tharp, Stephanie M. Tharp)
°
Utilizing the designer within: A healthcare case study (E)
(Alastair S. Macdonald)
°
Ageing as design culture (E)
(Ozge Subasi, Lone Malmborg)
°
The in-between: An experimental venture into
the position of the designer (E)
(Susana Cámara Leret, Bas Raijmakers)
°
The ingenuity of ageing: An experiment to explore
the role of designers as a moral subject (F)
(Denny Ho, Yanki Lee)
b) Design research II: (Auditorium 5)
°
Artifice, the semiosphere, and counter-consciousness
-or- a model for a counter-design and design research (E) (Exh)
(Joshua Singer)
°
Experiential design landscapes: Design research in the wild (E)
(Michel Peeters, Carl Megens, Caroline Hummels,
Aarnout Brombacher, Wijnand Ijsselsteijn)
°
The travelling transect gels: Capturing island dynamics, relationships
and atmospheres in the water landscapes of the Canaries (E) (Exh)
(Ellen Braae, Lisa Diedrich, Gini Lee)
°
Double vision: Researching fashion design practise by
use of qualitative techniques (E)
(Ulla Ræbild)
°
A differentiation of the notion of resistance, based on
two ways of operationalizing textiles in architecture (E)
(Elisabeth Heimdal, Astrid Mody)
Nordic Design Research Conference 2013, Copenhagen-Malmö. www.nordes.org
13
Wednesday (Copenhagen)
10.30 - 11.00
Coffee break
11.00 - 12.30
Paper (parallel track #4)
(Reception)
a) Design fictions: (90.1.20)
°
The role of fiction in experiments within design,
art and architecture (F)
(Eva Knutz, Thomas Markussen, Poul Rind Christensen)
°
A foray into not-quite companion species: Design
experiments with urban-animals as significant others (F) (Exh)
(Tau Ulv Lenskjold, Li Jönsson)
°
Open wearables: Crafting fashion-tech (F) (Exh)
(Valérie Lamontagne)
b) Designing through cross-media: (Auditorium 5)
°
Invisible man: Literature and the body in design practice (F) (Exh)
(Tarryn Handcock)
°
Enstasy: Immersive drawing as a design process (F) (Exh)
(Welby Ings)
°
Design experiments with social media and museum
content in the context of the distributed museum (F)
(Dagny Stuedahl, Sarah Lowe)
12.30 - 13.30
Lunch
Nordic Design Research Conference 2013, Copenhagen-Malmö. www.nordes.org
(Cafeteria)
14
Wednesday (Copenhagen)
13.30 - 15.00
Paper (parallel track #5)
a) Experiments as (material) explorations: (90.1.20)
°
3 contiguous experiments on a design historical case (F)
(Pia Pedersen)
°
Towards a manifesto for methodological experimentation
in design research (F)
(Henry Mainsah, Andrew Morrison)
°
Demonstrating color transitions of leuco dye-based thermochromic inks as a teaching approach in textile and fashion design (F)
(Marjan Kooroshnia)
°
Printed material and fabric (F)
(Jussi Mikkonen, Reetta Myllymäki, Sari Kivioja,
Santeri Vanhakartano Helena Suonsilta)
b) Co-design II (material practice): (Auditorium 5)
°
Cardboard hospital: Prototyping patient-centric
environments and services (F)
(Juha Kronqvist, Heini Erving, Teemu Leinonen)
°
Oops! moments: Kinetic material in participatory workshops (F)
(Robb Mitchell, Agnese Caglio, Jacob Buur)
°
How experimenting with networks and the data they generate
can create layered semantic and visual communication design?
(F) (Exh)
(Miglena Minkova, Maria Martin Carrasco)
Nordic Design Research Conference 2013, Copenhagen-Malmö. www.nordes.org
15
Wednesday (Copenhagen)
c) New design methods: (90.2.01)
°
Method-making as a method of designing (F)
(Jung-Joo Lee)
°
Escaping the obvious: Skewing properties of interaction (F)
(Sus Lundgren, Dimitrios Gkouskos)
°
Multimodal experiments in the design of a living archive (F)
(Laurene Vaughan, Reuben Stanton, Lukman Iwan, Jeremy Yuille,
Jane Mullett, David Carlin, James Thom, Adrian Miles,)
°
Proto-p experiments: Entering a community
of circus practitioners (E)
(Camilla Ryd)
°
Exploring reflective design: An approach to digital archives (E)
(Reuben Stanton, Laurene Vaughan, Jeremy Yuille)
15.00 - 15.30
Coffee break
15.30 - 17.00
Paper (plenary #4)
(Reception)
(Ceremonial hall)
Ideologies for prototyping the future:
°
An experiment with the voice to design ceramics (E) (Exh)
(Flemming Tvede Hansen)
°
Postcards from a (better) future: Process as making (E) (Exh)
(Danielle Wilde, Kristina Andersen)
°
Complicating machines: A call to infect architecture
with the mechanism of ‘politics’ (E)
(Johan Liekens)
°
Design for future uses: Pluralism, fetishism and ignorance (F)
(Cristiano Storni)
17.00 - 18.30
Nordes commons
Nordic Design Research Conference 2013, Copenhagen-Malmö. www.nordes.org
(90.2.01)
16
Ind ex of papers
FULL PAPERS
°
Mapping children’s experiences: Adapting context mapping tools to child participants
(Mathieu Gielen)
23
°
Escaping the obvious: Skewing properties of interaction
(Sus Lundgren, Dimitrios Gkouskos)
32
°
3 contiguous experiments on a design historical case
(Pia Pedersen)
40
°
Design for future uses: Pluralism, fetishism and ignorance
(Cristiano Storni)
50
°
Oops! moments: Kinetic material in participatory workshops
(Robb Mitchell, Agnese Caglio, Jacob Buur)
60
°
Storm system: Wearable shelter for the alpha time era
(Miguel Rios)
70
°
How experimenting with networks and the data they generate can create layered
semantic and visual communication design?
(Miglena Minkova, Maria Martin Carrasco)
°
Non-directive experience design
(Morten Winther)
90
°
Method-making as a method of designing
(Jung-Joo Lee)
100
°
Discursive structures of informal critique in an HCI design studio
(Colin Gray)
110
°
Enstasy: Immersive drawing as a design process
(Welby Ings)
119
°
Balancing food values: Making sustainable choices in cooking practices
(Annelise de Jong, Lenneke Kuijer, Thomas Rydell)
127
°
Characteristics and interferences of experiments in science, in the arts, and in design research
(Dagmar Steffen)
136
°
Multimodal experiments in the design of a living archive
(Laurene Vaughan, Reuben Stanton, Lukman Iwan, Jeremy Yuille, Jane Mullett,
David Carlin, James Thom, Adrian Miles)
°
Towards a manifesto for methodological experimentation in design research
(Henry Mainsah, Andrew Morrison)
153
°
Designing for self-leadership
(Kirsten Bonde Sørensen)
163
°
Demonstrating color transitions of leuco dye-based thermochromic inks as
a teaching approach in textile and fashion design
(Marjan Kooroshnia)
Nordic Design Research Conference 2013, Copenhagen-Malmö. www.nordes.org
80
144
173
17
°
Experimentation as making knowledge: Two models of research in the design studio
(Michael Jasper)
°
The travelling transect: Capturing island dynamics, relationships and atmospheres in
the water landscapes of the Canaries
(Ellen Braae, Lisa Diedrich, Gini Lee)
°
Can design go beyond critique? (Trying to compose together in opening production)
(Anna Seravalli)
201
°
Open wearables: Crafting fashion-tech
(Valérie Lamontagne)
211
°
Designing sustainable futures
(Sara Ilstedt, Josefin Wangel)
218
°
Sustainable infrastructure for ad hoc social interaction
(Lone Malmborg, Signe L. Yndigegn)
228
°
Experiments all the way: Diagrams of dialectics between a design research program and experiments
(Mette Agger Eriksen, Anne Louise Bang)
238
°
Sacred services: The potential for service design of theory relating to the sacred
(Ted Matthews)
248
°
Becoming the energy aware clock: Revisiting the design process through a feminist gaze
(Karin Ehrnberger, Loove Broms, Cecilia Katzeff)
258
°
The social fabric: Exploring the social value of craftsmanship for service design
(Michelle Baggerman, Kristi Kuusk, Daniëlle Arets, Bas Raijmakers, Oscar Tomico)
267
°
Invisible man: Literature and the body in design practice
(Tarryn Handcock)
274
°
The ingenuity of ageing: An experiment to explore the role of designers as a moral subject
(Denny Ho, Yanki Lee)
283
°
Cardboard hospital: Prototyping patient-centric environments and services
(Juha Kronqvist, Heini Erving, Teemu Leinonen)
293
°
Design experiments with social media and museum content in the context of the distributed museum
(Dagny Stuedahl, Sarah Lowe)
303
°
Printed material and fabric
(Jussi Mikkonen, Reetta Myllymäki, Sari Kivioja, Santeri Vanhakartano Helena Suonsilta)
313
°
A foray into not-quite companion species: Design experiments with urban-animals as significant others
(Tau Ulv Lenskjold, Li Jönsson)
322
°
‘Designerly’ analysis of participation structures
(Jacob Buur, Marie Rosa Beuthel, Agnese Caglio)
332
°
The role of fiction in experiments within design, art and architecture
(Eva Knutz, Thomas Markussen, Poul Rind Christensen)
341
Nordic Design Research Conference 2013, Copenhagen-Malmö. www.nordes.org
182
191
18
EXPLORATORY PAPERS
°
Utilizing the designer within: A healthcare case study
(Alastair S. Macdonald)
350
°
Exploring reflective design: An approach to digital archives
(Reuben Stanton, Laurene Vaughan, Jeremy Yuille)
354
°
An experiment with the voice to design ceramics
(Flemming Tvede Hansen)
358
°
Artifice, the semiosphere, and counter-consciousness -or- a model for a counter-design and design research
(Joshua Singer)
362
°
Designing social play through interpersonal touch: An annotated portfolio
(Mads Hobye, Nicolas Padfield, Jonas Löwgren)
366
°
Articulating material criteria
(Karen Marie Hasling)
370
°
Story of use: Analysis of film narratives to inform the design of object interactions
(Silvia Grimaldi)
374
°
Postcards from a (better) future: Process as making
(Danielle Wilde, Kristina Andersen)
378
°
Translations: Experiments in landscape design education
(Anne Tietjen)
382
°
A differentiation of the notion of resistance, based on two ways of operationalizing textiles in architecture
(Elisabeth Heimdal, Astrid Mody)
386
°
Double vision: Researching fashion design practise by use of qualitative techniques
(Ulla Ræbild)
390
°
The in-between: An experimental venture into the position of the designer
(Susana Cámara Leret, Bas Raijmakers)
394
°
Ageing as design culture
(Ozge Subasi, Lone Malmborg)
398
°
Design experiments for sustainable eating in Finland
(Young-Ae Hahn, Marja Seliger)
402
°
Discursive design basics: Mode and audience
(Bruce M. Tharp, Stephanie M. Tharp)
406
°
Complicating machines: A call to infect architecture with the mechanism of ‘politics’
(Johan Liekens)
410
°
Why hypothetical? Grounding “the guess” in experimentation
(Mary Anne Beecher)
414
°
Making as using: Design research that deciphers value
(Tania Splawa-Neyman)
418
Nordic Design Research Conference 2013, Copenhagen-Malmö. www.nordes.org
19
°
Experiential design landscapes: Design research in the wild
(Michel Peeters, Carl Megens, Caroline Hummels,Aarnout Brombacher, Wijnand Ijsselsteijn)
422
°
Design argumentation in academic design education
(Peter Dalsgaard, Christian Dindler, Jonas Fritsch)
426
°
Proto-p experiments: Entering a community of circus practitioners
(Camilla Ryd)
430
°
Designing in the emergent city. Assemblage, acts, performance
(Kristine Samson)
434
WORKSHOPS
°
The Fat Factory: Chewing the fat
(Mike Thompson, Daniëlle Arets)
440
°
Experimenting with design: Playing with data derived from unusual locations
(Laurene Vaughan, Andrew Morrison, Aisling Kelliher)
443
°
Experimental sketching
(Judith Marlen Dobler)
446
°
Playful design for Alzheimer’s disease
(Hester Anderiesen, Laura Eggermont)
452
°
Creative communities, creative assets: Exploring methods of mapping community assets
(Catherine Greene, Gail Ramster, Katerina Alexiou, Theo Zamenopoulos, Giota Alevizou,
Alan Outten, Cristina Gorzanelli)
°
Designing value and reframing challenges
(Andrea Augsten, Frederike Beha)
458
°
Experimenting with design experiments
(Anna Rylander, Bo Westerlund)
460
°
New ways of networking: A hands on workshop exploring the workspace:lab and its equipment
(Christina Lundsgaard, Carolina Souza Da Conceição, Johanna Eriksson)
463
°
An experiment of reflection on design game qualities and controversies page
(Mette Agger Eriksen, Maria Hellström Reimer, Eva Brandt, Kirsikka Vaajakallio)
466
°
Expand your design space with energy harvesting
(Johan Pedersen, Vanessa Carpenter)
469
°
Ageing & ingenuity: What is your design story?
(Yanki C Lee, Sara Hyltén-Cavallius, Virginia Tassinari)
471
°
Fungutopia workshop: Grow it yourself design
(Laura Popplow)
473
°
Electronic sketching: Using IdemoBits as tools for synthesis in design research
(Vanessa Carpenter, Mikkel Leth Olsen)
476
Nordic Design Research Conference 2013, Copenhagen-Malmö. www.nordes.org
455
20
EXHIBITION
°
Digital lace: Procedurally created design
(Ellen Schofield)
480
°
Spherical harmonics: Experiments in 3d printed ceramic form
(Jonathan Keep)
482
°
Lines & models. Embodied drawing acts
(Judith Marlen Dobler)
484
°
Aesthetic experimentations on ceramic materials
(Priska Falin)
486
°
Intelligent clothes for everyday fashion
(Marie Olofsen)
488
°
Built drawings
(Deborah Scott)
490
°
Bedtime stories: Weaving traditions into digital technologies
(Kristi Kuusk, Geert Langereis, Oscar Tomico)
492
°
Thinking through drawing: Sites of exchange
(Belinda Mitchell, Trish Bould)
494
°
Abort n’go. Designing for women’s right to an autonomous abortion
(Cristine Sundbom)
496
°
Typinglot
(Atif Akin)
499
°
An architecturally bricolaged narrative of transit
(Annelies Alice de Smet)
501
°
Energy babble
(Tobie Kerridge, Liliana Ovale, Matthew Plummer-Fernandez, Alex Wilkie, Mike Michael, William Gaver)
503
°
Vigour: Smart textile services to support rehabilitation
(Martijn Ten Bhömer, Oscar Tomico, Caroline Hummels)
505
°
Time experiments: Designing for reflection
(Fanni Baudo, Liv Maria Henning)
507
°
Fungutopia
(Laura Popplow, Tine Tillmann, Kyra Porada)
509
°
Light is history
(Karthikeya Acharya, Jussi Mikkonen, Samir Bhowmik)
511
°
The Andro Chair, designing the unthinkable: Men’s right to women’s experience in gynaecology
(Cristine Sundbom, Anne-Christine Hertz, Karin Ehrnberger, Emma Börjesson)
513
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Full papers
MAPPING CHILDREN’S EXPERIENCES:
ADAPTING CONTEXTMAPPING TOOLS
TO CHILD PARTICIPANTS
MATHIEU GIELEN
DELFT UNIVERSITY OF TECHNOLOGY, FACULTY OF INDUSTRIAL DESIGN ENGINEERING
M.A.GIELEN@TUDELFT.NL
ABSTRACT
Within the area of user-centered design,
Contextmapping is an approach to participatory
user experience research that provides designers
and user researchers with a clear workflow and
hands-on toolkit. It acknowledges the user as the
expert of his or her own experiences and aims to
deliver rich insights to designers: deep, authentic
and inspiring views into the personal lives and
experiences of prospective users.
This approach is originally developed for use with
adult participants. As it gets applied with child
participants, some adaptations are necessary to
meet children’s skills (both cognitively and socialemotionally) and motivations. We conducted a
series of research projects on aspects of
Contextmapping and design cases where
Contextmapping has been applied in child-centered
formats. Some barriers and enablers were
identified with which the role of children as
informants in a design process can be further
enhanced.
INTRODUCTION
One of the challenges for a designer is to understand the
place and role of a product-to-be in the lives of its users.
Various approaches have been developed for designers
and design researchers to incorporate insights on users’
experiences, wishes and needs in the design process.
Sanders and Stappers (2008) present an overview of
contemporary approaches, such as applied ethnography,
contextual inquiry, design probes, generative design
research, participatory design. Though developed from
various sources and in different design domains (ICT,
architecture, product design, interaction design), they all
aim to inform those who create about those for whom it
is created, in order to relate the characteristics of what is
created to those for whom it is created. Some of these
approaches are meant to be applied by experts in
research, others are more open to application by
designers within their own workflow.
Within Delft University of Technology, it has been an
on-going effort in the last decade to develop and teach a
hands-on procedure for design practitioners to collect
user insights in the front phase of design. This
Contextmapping procedure (Sleeswijk Visser et al.,
2005) aims to elicit deep, empathic, inspiring insights
on users’ experiences, wishes and needs through the use
of generative techniques.
As with most other approaches for user research, the
main focus is on a mainstream group of adult users. The
techniques used in the approach require adult skills,
such as understanding of abstract concepts and
verbalisation skills. Such skills are less easily applied by
children. If children’s perspectives are to be included in
the research, an adaptation to their characteristics, skills
and mind-sets is necessary. This paper explores some
barriers and opportunities in this domain, based upon a
series of research projects and design cases carried out
within our academic educational setting.
KEYWORDS:
design methods, co-design, informant design,
CONTEXTMAPPING
children, Contextmapping
Contextmapping is a form of generative research with
users, aiming at creating context awareness by eliciting
emotional responses from participants, including users´
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concerns, memories, feelings and experiences of these
explored contexts (Sleeswijk Visser et al., 2005). The
pivot of the Contextmapping approach is a ‘make and
say’ session where participants explore their
experiences through creative tasks and discussions
under guidance of a researcher. A characteristic of the
approach is a thorough preparation by the researcher
(who develops the exercises to steer the exploration),
and by the participant (who is sensitized for the subject
through tasks carried out prior to the session). After the
session, the collected data are further analysed and
processed for application in the design process. The
general sequence of the approach is depicted in figure 1.
Figure 1: general Contextmapping sequence (Sleeswijk Visser et al.,
2005)
At the core of this research are tasks and materials that
facilitate diverse forms of expression: maps to indicate
highlights on daily routes, timelines to summarise a
day’s activities, emoticon-stickers to express feelings
about these activities, etc. Figure 2 shows participants
working with such materials during a session.
Participants create artefacts and subsequently express
themselves verbally about it. This ‘make and say’
principle, together with the diversity of tasks and
materials, helps reach deeper reflection, beyond explicit
knowledge into the domain of tacit and latent
knowledge.
modified co-design methods for application with child
participants, to provide for the needs and skills of
children.
Druin (1999, 2010) developed cooperative inquiry, a set
of co-design methods for use by children and adults
together. This procedure addresses issues of imbalance
of verbal skills and power differences between children
and parents, as these are important factors to overcome
to make such a project successful.
Bekker et al. (2002) propose to motivate child
participants for user research tasks by letting them adopt
a journalist’s role and having adults put their findings
within a nicely designed journal paper.
Wyeth et al. (2006) explored the use of technology
probes (adapted from cultural probes as presented by
Gaver (1999)) with children and point at the relevance
of capturing diverse data during the sessions: next to a
log of children’s actions with probes, also spontaneous
utterings and visuals of their interactions during a
session should be captured to provide richer data and
inspiration.
Vaajakallio, Lee et al. (2009) report that children aged 7
to 9 can use ‘make tools’, but have challenges in group
dynamics and in reflecting everyday experiences into
design ideas, and Vaajakallio, Mattelmaki et al. (2010)
point at the difficulties children may have at
constructive conversations and negotiations within a
group, which are prerequisites in co-designing with a
group of people.
Van Mechelen et.al. (2013) elaborated on the
problematic aspects of group dynamics in co-design
with children and reports on process difficulties
(dominance, free riding and polarization within the
group, teaming up against the assignment) and outcome
deficiencies (final results being aggregated, but not
integrated clusters of ideas).
As these sources indicate, co-design with children at
large is possible though problematic in some aspects.
Co-design approaches need to be adapted to children; it
is to be expected that this holds true for
Contextmapping as well.
SIX CASES OF CONTEXTMAPPING WITH
CHILDREN
Figure 2: Participant of a Contextmapping session explaining his
creative artefact to the group.
CHALLENGES OF CO-DESIGN WITH CHILDREN
Contextmapping fits within the broader domain of codesign, where designers and end-users cooperate within
innovation and where information and responsibilities
are shared. Several researchers have developed or
In 2008, the author of this paper reported on first
attempts to adapt Contextmapping to children (Gielen
2008) and listed guidelines and rules of thumb to tailor
sessions to children’s skills and characteristics. This
paper aims to bring more background and depth to this
issue, by presenting six research projects and design
cases in which Contextmapping with children has been
adapted to child participants. Some subjects were
addressed in special research projects, others in the
research phase of design projects. All but one projects
were executed by Industrial Design students at Masterlevel, mostly in semester-long exam projects, and
supervised by the author. In the design cases, insights
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were collected through careful planning of
Contextmapping sessions and retrospective evaluation
of the process and outcomes by the student. In the
research projects, a formal research set-up was used.
The nature and extent of the projects allowed for
qualitative analysis.
Based upon prior experiences and literature on codesign with children presented above, special focus was
put on cognitive skills (language and abstract thinking),
social-emotional skills (shyness, adopting an open
attitude), and children’s motivations to participate. We
followed a twin approach of building an understanding
of what children are able to do while also developing
the tools to advance Contextmapping with children.
Table 1 shows an overview of cases and topics, names
the researchers involved and summarizes the main
findings.
1. COGNITIVE SKILLS: LANGUAGE AND
ABSTRACTION LEVELS
Though Contextmapping uses a multitude of expression
forms to uncover deep knowledge, it heavily relies on
verbal expression to explain and exchange this
knowledge. With language skills still under
development, how can children participate in verbal
exchange of abstract concepts like emotions and
describe the backgrounds for preferences they have? In
this study, it was researched if children can be
stimulated to reach higher abstraction levels in their
speech; through the influence of more capable peers,
through verbal guidance by the researcher, and through
providing ambiguous or unambiguous pictures as
conversation tools. The researcher also measured if
children with higher abstraction level in their verbal
expressions share more rich and personal information.
In this research, 28 children participated: 17 five- and
six-year olds and 11 eleven-year olds. Their sensitizing
materials and group session recordings were analyzed
for amount of personal statements. Their language use
was scored for abstraction level using micro-thinking
levels (Reed Geertsen, 2003) and abstract thinking skills
as defined by Blank and Solomon (1967).
The results showed that none of the efforts to stimulate
children to use more abstract language had an effect.
The richness of information also was not strongly
related to abstract thinking level. For younger children
there was a small relation between abstraction level and
richness of information, but this was probably not a
causal relation, rather a by-product of developing
general language skills.
Table 1: overview of cases and main findings; all reports can be retrieved in the University’s online repository at http://repository.tudelft.nl
case nr, domain
subject
author&year
title
main findings
1. cognitive
skills
language and
abstraction
levels
Evelinde van
Dorp, 2010
Contextmapping an
abstract future with
children
Researchers can’t influence the levels of abstract
thinking of children during Contextmapping
sessions. With abstract topics, they should provide
clear language and examples.
2. cognitive
skills
abstract
thinking
versus direct
experience
Evita Ooms, 2010
Nature experience
of children with
physical disabilities
If children lack sufficient abstract thinking skills,
bringing a group of children in the concrete
circumstances they are to reflect on is an
alternative. Group discussion is stimulated through
providing them with shared tools for documenting.
3. socialemotional skills
shyness
Kasia Tabeau &
Anna Sosinowska,
2010
Involving shy
children in
Contextmapping
research
Shy children can participate in Contexmapping if
they can also do some individual assignments. In
mixed groups, talkative children can help others
overcome their shyness. Shy children want to be
able to foresee when they will be asked to speak.
4. socialemotional skills
adopting an
open attitude
Mathieu Gielen &
Fenne van Doorn,
2011
(as yet unpublished)
Icebreakers help children to understand and adopt
an open attitude towards creative exercises.
Icebreakers that involve repeated instances of
direct spoken exchange of ideas within a group are
most effective.
5. motivation
competition
and
creativity
Asli Deniz Özakar, Harnessing
2010
children’s creativity
in Contextmapping
activities
Especially boys (aged 10-11), who tend to look for
competition, are more motivated and produce more
creative outcomes when mild competition is
included within the Contextmapping task.
6. global
exploration of
Contextmapping with
children
children’s
fears
Kasia Tabeau,
Anna Sosinowska
and Enrico Wasch,
2007
Compared to an online survey, a Contextmapping
study enables children do express deeper and richer
experiences on their fears. The most personal
experiences are shared through talking-whilecreating but not expressed in the artefacts they
make.
Kinderen en hun
belevingswereld (in
Dutch only;
meaning ‘Children
and their world of
experience’)
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Although children needed to be able to express
themselves verbally to participate in Contextmapping
sessions, they could handle difficult and abstract topics,
as long as the researcher provided concrete and
everyday examples. Therefore, in Contextmapping with
children, the focus should not be on stimulating higher
abstract thinking levels but rather on clarity and
concreteness.
2. COGNITIVE SKILLS: ABSTRACT THINKING VERSUS
DIRECT EXPERIENCE
Contextmapping aims to stimulate participants to reach
memories and experiences that lie within the domain of
tacit and latent knowledge and to make those explicit. In
some cases however, experiences might be retrieved ‘in
vivo’, by re-entering the direct circumstances where
they appear. It is relevant to know if such direct
experiences can be captured using Contextmapping
techniques. If so, this would also offer opportunities in
cases where children are unable to address their
memories, e.g. when they are too young to understand
the task or have limited cognitive skills.
In one project this topic was studied somewhat by
chance. As part of a design project directed at creating a
natural playground for children with physical
challenges, the researcher carried out a Contextmapping
session at a children’s rehabilitation and holiday centre.
Apart from their physical challenges, most of these
children also were lagging in cognitive development or
had cognitive challenges. Twelve children, aged seven
to thirteen, participated. The researcher cooperated with
the center’s staff to make the session as accessible as
possible, and used only two assignments: the sensitizer
task asked the children to draw a loved element of
nature on a postcard, the second task was to join the
researcher on a group walk through the park, to discuss
and make photos of things that were ‘nature’. The aim
was to use these photos in a subsequent discussion. As
the session evolved, it became clear to the researcher
that she had still overestimated the cognitive capabilities
of the participants. The value of the session was not in
discussing afterwards, but in the direct reaction to
everything the group encountered and the discussion
whether it was or wasn’t nature, and why. The idea of
‘being on a mission’ was motivating for the children.
The possession of a photo camera further intensified
their attention to the task. As there was only one
camera, children needed to reason why a picture needed
to be taken; thus, discussions and argumentations were
elicited on the spot.
It was concluded that researching a group of child
participants within the context that is being explored
offers opportunities for capturing more direct reactions
to and interactions with that context, and that simple
Contextmapping tasks can help to heighten the intensity
of that interaction and expressions of it.
3. SOCIAL-EMOTIONAL SKILLS: SHYNESS
For practical reasons, Contextmapping with children is
often done in settings where many children are
assembled under adult supervision, such as schools and
day care centres, sports clubs and the like. Often, adults
pre-select the children for the sessions; they choose
individuals who can easily skip a lesson, who are
cooperative and extravert. Though done with best
intentions for the children and the research, this preselection causes the risk of missing out on the needs of
the introvert.
In a research project, the inclusion of introvert children
in Contextmapping was explored. We wanted to find
out if shy children can be made to comfortably engage
in Contextmapping.
Two types of shyness exist: fearful shyness (fear for
strangers) and self-conscious shyness (Buss, 1986).
Self-conscious shyness is related to embarrassment and
requires self-reflection, it is prevalent from ages eight
and up (Crozier and Burnham, 1990). As we wanted to
include this form of shyness in the research, we chose
participants at the age of eight.
Children are very well able to recognize and describe
shy peers. Younger et al. (2008) composed a list of 11
indicators children mention for shyness. In our research,
the teacher selected the shy children with the help of
this list. We did not want the children to select their shy
peers, as this would influence the research.
The research used a sample of 12 children, divided in
three different groups: 4 extravert children, 4 shy
children and a mixed group of 2 extravert and 2 shy
children. Each group was presented with the same
session set-up of seven activities, which included
individual activities like drawing and group activities
like discussing and acting and role-playing with a
puppet. The sessions were concluded with an interview
of each child in the group of how it felt during the
session – a probable cause for extra shyness.
Beforehand, the researchers formulated expectations of
the levels of fearful and self-conscious shyness that
would occur during each activity, based upon the
shyness literature.
For the analysis, the behaviour of each child was
observed using video and audio recordings. The overall
flow of the session parts and instances of shyness were
compared to the expectations and evaluated.
The participant sample was too small for statistical
analysis, but rich in exposed bahaviour. Clear
indications were found of the relation between shyness
and participating in the session. The shy children
enjoyed the individual tasks more and worked on them
with greater concentration than the extravert children.
The extravert children tended to talk more, also in
individual tasks, and not all the talking concerns the
topic they are working on. But they did give more
explanations of their individual work, which helps to
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understand its meaning. In Contextmapping, these
explanations are usually the most informative outcome.
The cooperation of shy and extravert children within
one group helped shy children to get over some of their
hesitation.
The researchers also found that their own role was of
major importance. To successfully include shy children
in Contextmapping sessions, they advise to keep an eye
on signals of shyness: take time to let the children feel
at ease before introducing the actual topic of research,
make sure everyone gets a chance to speak but also that
every child knows when it is his/her turn so this does
not come as a surprise. In a mixed group, the talkative
peers can start conversations and then pass the topic on
to the less talkative ones.
We had aimed to also explore if the inclusion of shy
children adds to the variety of insights gained. Due to
circumstances we were not able to carry out that part of
the research.
4. SOCIAL-EMOTIONAL SKILLS: ADOPTING AN OPEN
ATTITUDE
Adult researchers working with children need to be
aware of the influence they have on children and the
expectations children may have from the adult. All
children, not only the shy ones, may suffer to some
extent from fear and self-consciousness when being
involved in a research with an unfamiliar adult
researcher. Especially in school settings, children who
get asked questions often feel they are expected to give
the one right answer. In discussions, they may feel the
adult ultimately knows best. This has been one of the
main points of focus in the development of cooperative
inquiry by Druin (1999, 2010). This approach is
targeted at design teams working together over longer
periods of time, in subsequent sessions. For
Contextmapping, usually such a time frame is not
available. Yet it is important to overcome children’s
fear of the adult researcher, fear of embarrassment and
thinking in terms of wrong and right answers, as this
may impede their open participation and honest
contributions to Contextmapping.
!
!
!
!
individual or joint activity
pre-structured and coordinated exercise or
improvised/random nature
spoken output, written or drawn
direct sharing of contributions or at the end of
the exercise
The five exercises were:
1 braindrawing: individually drawing one association to
a given picture and passing the drawing onto the next
child to make a chain of associations, using a drawing
sheet with six drawing boxes;
2 individual mindmap on a mindmap template;
3 group mindmap: as a group mentioning associations to
a theme and having the researcher writing them down
and creating a mindmap from it;
4 individual picture comparison: taking a sheet with two
pictures on it, writing one relation between the two
pictures (e.g. elephant and cloud: both big, both grey,
cloud can be in the shape of an elephant: any answer is
acceptable);
5 group picture comparison: pulling two random
pictures from a stock and as a group naming any
relations.
Table 2 the characteristics of the five different ice-breakers
characteristic
braindrawing
individual
mindmap
group
mindmap
individual
picture
comparison
group
picture
comparison
individu
al/
group
individual
individual
group
individual
group
structure
-
+
--
++
+
expression
drawing
writing
saying
writing
saying
exchange
direct
afterwards
direct
afterwards
direct
Ice-breakers are used as a warming-up task within
Contextmapping and other creative group processes.
They have the aim to set the mood for the session and
make participants aware of the nature of their
participation: every contribution is appreciated, there
are no wrong answers, they can speak from the heart
and are not assessed or tested in any way.
For the analysis, the two researchers who conducted the
research evaluated the exercises on the following
aspects:
We explored the use of icebreakers at the start of a
series of Contextmapping sessions with children aged
7/8 and 10/11. In each age group, five group sessions
were conducted and each of those five sessions used a
different ice-breaker. Table 2 gives an overview of the
characteristics of each exercise. The ice-breaker
sessions lasted between 5 and 10 minutes. The icebreaker exercises differed on:
It appeared that group exercises were most beneficial.
They allowed for many instances of direct feedback
from the researcher, reconfirming the notion that every
contribution is appreciated. The children also learned
from others that speaking out is appreciated and they get
stimulated by unexpected contributions. Individual
exercises were sometimes perceived as invitations to
perform, and children would complain of getting stuck
by not having ‘good’ or ‘right’ ideas.
!
!
!
making the participants feel comfortable
inviting to participate and share
breaking the wrong/right answer doctrine.
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Spoken contributions allowed children to react more
easily and quickly than written or drawn contributions
and helped set an atmosphere of quick, informal
associations and playfulness.
The researcher writing down the children’s
contributions helped to present the researcher as an
‘assistant’ rather than as an assessor, and made it clear
that each contribution was welcomed and collected.
The easiest and funniest assignment was the group
pictures comparison – it helped to get a playful, lively
energy in the group. The researchers deemed this
assignment most useful to let the children experience
the intended atmosphere for the whole Contextmapping
session.
The sessions then continued with a focus on children’s
physical outdoor movement and play, and the
participation of elderly in it. The sessions were
conducted as part of the ProFit project, which is funded
by the European Union, under the Interreg IVB North
West Europe program.
5. MOTIVATION: COMPETITION WITHIN
CONTEXTMAPPING
The quality of the outcomes of Contextmapping
sessions depends heavily on the willingness of
participants to invest their energy and contribute
wholeheartedly. A primary source of motivating the
participants can be found in the nature of the approach:
as Contextmapping aims to uncover the daily life
experiences of participants and acknowledges users as
the experts of their own experience, participants feel
they have something valuable to contribute and may
derive pleasure and motivation from the interest with
which their contributions are met.
Sometimes, however, it can be hard to motivate
participants. In practicing Contextmapping with
children within the design education curriculum at Delft
University of Technology, the group that is most often
reported as unwilling and difficult to motivate are the
boys aged 11-12. As they approach puberty, they may
be reluctant to share personal thoughts, or just find the
exercises childish at first sight and have more interest in
challenging the researcher.
As these boys are often interested in competition (e.g. in
computer games and sports activities), the idea was
raised to use competition within the Contextmapping
set-up. There may however also be effects of
competition that are detrimental to the outcomes of the
session. Contextmapping uses generative tools (like
collage-making, acting out and quick prototyping) to
help elicit deeper knowledge, and these tools rely on
creativity. Would creativity not be smothered by
competition?
In popular speech, children are regarded as very
creative. This often refers to their uninhibited
engagement in activities like drawing and the expressive
quality of their artefacts. Play theorist and psychologist
Sutton-Smith (2001) in a televised documentary once
called this ‘laybility’; the layman’s ability to think and
perform freely, by lack of notion of the standards, rules
or customs that withhold experts (or adults in general).
A more in-depth review of children’s creativity should
also incorporate the originality of the solutions they
present in the light of given problems (De Bono, 1972).
Of the many definitions of creativity used in the
scientific creativity discourse, Amabile (1983) clearly
discerns the elements of task motivation from domainrelevant skills and creativity-relevant skills.
Competition may replace the intrinsic motivation of
performing a creative task with an intrinsic motivation
to compete, which is an extrinsic motivation to be
creative (as a means to the end of winning the
competition).
The effects of competition on creativity have been
widely researched, but researchers still do not agree
whether such competition is detrimental or rather
stimulating creativity.
A research project was executed to explore the relation
between motivation, competition and creativity within
generative sessions. The definition used for creativity
was “The individual or group process that results in an
artefact that is judged as novel and appropriate”;
comprising both the element of ‘not seen before’ and
‘fitting to the task given’. For this research, six sessions
were held with a total of 24 children. In setting A, four
children were divided into two duos that were told to
cooperate within the duo to deliver creative outcomes.
In setting B, the four children were divided into two
duos that were told to cooperate within the duo to
compete against the other duo on creativity of the
outcomes. In both settings, there were three varieties:
boys duos, girls duos and mixed duos.
For the analysis, their behavior was evaluated on
instances of competition and cooperation, and the
outcomes of their work was rated by 10 independent
design students on novelty and appropriateness, the two
factors defining creativity.
In figure 3 (next page), a graphic depiction of the
findings of the research is given. Overall, it was found
that competition is a motivating element and has
positive impacts on children’s creativity, it increases
children’s motivation towards the Contextmapping tasks
and the outcomes of the sessions are more appropriate
to the expectations of the task. One important finding
was that as especially boys at this age level are often
likely to engage in competition, it is best to have this
competition happen within the task rather than to have it
disturb the task. This was most clear in session A2 and
A3, where competition was not proposed but happened
outside the task and distracted the participants from the
task. No evidence was found that competition on the
task would make children unwilling to experiment and
drive them towards safe, uncreative outcomes.
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Figure 3: Overview of the competition, cooperation and creativity by groups. The size of the circles represents the degree of occurrence of each. Hearts
stand for cooperation, lightning bolts and arrows for competition.
It was concluded that mild competition does function as
an extra motivating factor – though motivation to
participate should foremost be achieved by making the
topic relevant and the tasks rewarding to the
participants.
6. UTILITY: CHILDREN’S FEARS
All the above research projects and cases addressed
methodological aspects of conducting Contextmapping
research with children. To conclude, one research
project is described that, next to experimenting with
Contextmapping tools that are suitable for children,
made a direct comparison to other child research. The
methodological focus of this research project has been
described shortly before by the author of this paper
(Gielen 2007, 2008) but we’d now like to briefly focus
on some of the results that were generated.
Unicef Netherlands (2007) published a research report
on Dutch children’s fears. The research had been
undertaken through an online survey with 400
respondents, and the results communicated were that the
top-3 of reported fears were spiders, darkness and
thunderstorms. Subsequently, in media outings this was
compared to what children in less fortunate parts of the
world had to fear.
At Delft University of Technology, curiosity arose
about what the outcomes would be, had the same
question been addressed through Contextmapping with
children. In the research, 13 children aged eight to
eleven from one school participated in a
Contextmapping session that included:
!
!
drawing something/someone that protects me;
make a collage-map of home, school and other
locations and fill them with pictures and words
describing amongst others emotions connected
to each place;
! after selecting a location related to selfreported fear, filling out a timeline of what
happened before, during and after the fearful
moment;
! writing a secret letter about the fear.
The results show that children easily report common
and stereotypical fears like sharks, ‘bad people’ in
general, rollercoaster rides and indeed spiders. These
are the fears that are predominant in the writings and
drawings. However, during the Contextmapping
sessions the children would also discuss the theme while
working on the tasks, and quite different fears were
mentioned then, related to their personal experiences: a
mother running away from home, the loss of family
members, having to perform a dance in front of an
audience, being in bed alone after having watched a
scary movie. These fears were shared during almost
casual conversations first, and only later reported on
paper – if at all.
It were insights like these, with the richness of example
and the empathic quality of personal reporting, that
were deemed most important, informative and deep by
the researchers. It strengthened the researchers’
confidence that Contextmapping with children, when
applied with the right toolbox and an open ear, can elicit
insights beyond the domain of readily available explicit
knowledge a survey could reach.
DISCUSSION
The body of work described in this paper explored
barriers and opportunities for user experience research
with children through experimenting with new and
adapted tools and methods. It was found that
Contextmapping with child participants can yield
workable insights if proper adaptations are made to their
needs and characteristics.
We explored such adaptations in a combination of
classic qualitative research, research through design and
what the author would call ‘research through design
education’: generating insights through supervising a
number of talented and task-devoted students. It is an
uncertain endeavour: we had great insights from failures
and promising projects which disappointed, as we were
exploring within a new area. In that sense, the paper as a
whole presents a case of the experimentations in design
that are the core of the Nordes 2013 conference.
The research does not give the complete answer to the
question how Contextmapping tools should be applied
with children. We don’t think there is such a definite
answer, as the approach is open-ended and will always
need adaptation towards the context of the specific
research. Instead, the paper adresses a broad set of
aspects to take into account when conducting
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Contextmapping research with children. We have
developed a more comprehensive picture on what is
possible, what difficulties are met and how these can be
overcome. New questions have also arisen from this
work, giving directions to future research in adapting
the tools to children. Three important themes have been
summarised below.
ALTERNATIVES TO VERBALIZATION
As the research on abstract thinking levels indicated,
outcomes of Contextmapping research are related to
language skills of participants. For younger children,
but also for those who are gifted in other areas than
verbal communication, this is a disadvantage. Future
research could study the use of aids and stimulants for
verbal expression.
But apart from compensating for under-developed
skills, the attention could also go to the talents and
characteristics children naturally do have. Research
could explore the feasibility of other ways of
communication. How much of the drawings, roleplaying or prototypes need to be explained through
verbal language and what are the alternative channels of
communication – between participant and researcher,
and later between researcher and design team?
CLOSE CONNECTION TO THE SUBJECT
At the core of Contextmapping is to bring to the surface
participants’ memories and implicit or tacit knowledge
on subjects regarding their daily life context. The
sessions often occur in a creative workshop format,
within a dedicated room. As the case with the
cognitively challenged children demonstrated, there can
be advantages in bringing participants closer to the
actual context that they are to report about. In this
respect, there lies an interesting possibility in involving
children as co-researchers. They can perform research
tasks within the natural context they share with their
peers, as described by van Doorn et al. (2013).
It may also be worthwhile to research whether the
model of uncovering tacit and latent knowledge holds
true for children. Are their memories stored and
retrieved in ways comparable to those of adults? This
may not be the case, for instance when time durations
and succession are an important part of the experiences
a researcher wants to explore.
MOTIVATION
The motivation of adults to participate in
Contextmapping research is often taken for granted;
otherwise they would not have shown up. With children,
this may need further attention. Children are often
approached through schools and clubs and the decision
to participate is made for them. The goals of the
research and relevance of their contribution need to be
clear to them to enhance their motivation. In the icebreaker sessions described in this paper, children came
to understand the manner of working through doing.
Likewise, communicating the relevance of the research
may benefit from an introductory activity rather than
explanations – it remains to be explored, what kind of
activity that could be.
CONCLUSION
From the series of researches and cases presented in the
paper, insight is gained in the possibilities and restraints
of performing Contextmapping research with children.
It has become clear that Contextmapping with children
can be fruitful, as long as the researcher takes good note
of the skills of these children and the differences
between them, and adapts the Contextmapping tools to
these. Flexibility in session set-up and execution is even
more important than with adults, to cope with wrongly
estimated skills, interest and behaviours of children.
Fostering the right motivation to participate needs more
conscious effort than with adults.
ACKNOWLEDGEMENTS
The author is much indebted to all the students who
shared the author’s curiosity and devoted their time and
talents to the projects described, and to the co-tutors,
companies and institutions participating in the cases.
The ice-breaker sessions have been executed within
research for the ProFit project, which is funded by the
European Union, under the Interreg IVB North West
Europe program.
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Druin, A., 1999. The design of children’s technology.
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ESCAPING THE OBVIOUS: SKEWING
PROPERTIES OF INTERACTION
SUS LUNDGREN
DIMITRIOS GKOUSKOS
CHALMERS UNIVERSITY OF TECHNOLOGY
CHALMERS UNIVERSITY OF TECHNOLOGY
SUS.LUNDGREN@CHALMERS.SE
DIMITRIOS.GKOUSKOS@CHALMERS.SE
ABSTRACT
Most design methods used within interaction
design originate from other disciplines. As a result,
there are few methods which can focus on
designing or redesigning interaction in itself. In
this paper we present a structured ideation method
called Skewing, which is based on changing
already identified, interaction-related properties of
an artifact. Hereby, designers can generate
interesting re-designs whose interaction design
differs from the original product. Moreover, the
structured approach in Skewing helps in finding
the unusual design solutions in the outer rims of
the design space. Lastly, Skewing can also be used
as a means to teach the materiality of interaction.
INTRODUCTION
The interaction designer, being at the core of the process
of inventing and developing interactive artifacts, is
naturally using a toolkit of ideation design methods to
support this work. Interestingly, most of these methods
are adapted from other fields, and several are just
“general” design methods, as found in for instance
Jones (1990), Martin & Hanington (2012) and several
others. Arguably, some methods that are commonly
used by interaction designers were developed in an
interaction design context, e.g. Extreme Characters
(Djajadiningrat et al 2000), Cultural Probes (Gaver and
Dunne 1999), personas (Cooper 2004), bodystorming
(Burns et al 1994), 6-3-5 (Löwgren and Stolterman
2004) and many more. Despite their origin in interaction
design, none of these methods, targeted specifically
towards inventing and shaping interactive artifacts, are
particularly focused on interaction per se. Overall, there
are very few such methods.
Addressing this issue we here present a new ideation
method and design exercise that can be specifically
targeted towards interaction and interaction-related
properties of interactive artifacts. The method is called
Skewing as in shifting, changing, or turning, and this is
the core of it. In short, an existing interactive artifact is
being analyzed using a framework of terms or properties
describing interaction, and then these properties are
deliberately changed.
Skewing first originated as a teaching method, and it has
been tested in a teaching context. As a result, the paper
has the following structure: First, we will describe
ideation methods related to skewing. Second we will
frame this research in an action research context,
grounded in our teaching. Thereafter we will describe
our work with Skewing, which includes exploring
possible frameworks to use. Lastly we will describe the
method in itself, and discuss its pros and cons.
BACKGROUND: RELATED METHODS
The first steps of most design processes are focused on
framing the problem. After the problem has been
defined to a satisfactory degree, the designers must
come up with creative ideas that address the problem.
This phase is also known as the ideation phase, although
Jones (1992), refers to it as transformation. Shah et al.
(2003) suggest a classification of ideation methods into
two discrete groups: logical and intuitive. Logical
methods are based on a systematic approach in order to
decompose and analyze the problem at hand. This is
accomplished by utilizing already collected information,
such as preexisting solutions. Intuitive methods instead
aim to break mental blocks by using various
mechanisms. We see Skewing as such a mechanism.
Shah (1998) and Shah et al. (2000) have further
classified intuitive methods into five types: Germinal
(generating ideas from scratch) Progressive (improving
an idea using repetitive steps), Organizational (grouping
of ideas), Hybrid (combined methods) and
Transformational (idea generation by modifying
existing products or solutions). We see Skewing as a
transformational method, albeit with some traits from
germinal methods.
Below, we will describe the methods we have found to
be the most close to Skewing; a comparison will be
made in the Discussion
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Two transformational methods, suggested by DeBono
(1970), are the PMI Method and Random Stimuli. The
PMI-method helps designers list Plus, Minus and
Interesting aspects of a situation or action, to widen
their view. In Random Stimuli, the designers’ objective
is instead to think of a random object and link it to their
design goal by using characteristics of the random
object as inspiration for design, e.g. a paper clip can be
used to hold papers together which in a photo-app could
be interpreted as being able to make collections of
photos. This characteristic makes Random Stimuli
similar to Interaction Relabeling (Djajadiningrat et al.
2000), albeit the latter focuses on transferring
interaction in itself.
Another transformational method is SCAMPER—
Substitute, Combine, Adapt, Modify, Put to another use,
Eliminate, Reverse.” (Chulvi et al. 2012). The method
requires an existing artifact, and aims to produce ideas
by pushing the design team to alter features of the
artifact. Example questions are: ‘what can be
substituted?’, ‘what can be combined?’ etc.
Looking at similar methods focused on widening or
exploring the design space we find Critical Incident
Technique, Morphological Charts, and Boundary
Searching. Of these, The Critical Incident Technique
(Martin and Hanington 2012) helps to open up the
design space by looking specifically at critical incidents,
i.e. when interacting with an artifact results in a
surprising outcome that can be either delightfully
positive or disappointingly negative. The designer then,
redesigns towards the positive incidents and tries to
omit negative ones. Another method to widen the area
of search for solutions to a design problem is
Morphological Charts (Jones, 1992). Here, designers
identify the functions that a satisfactory design solution
must be able to perform, and then create a chart of many
possible ways of performing each of these functions.
Finally, an acceptable combination of sub-solutions is
selected. The charts therefore combine an ideation
method with an evaluation method, since ideas that do
not seem to serve pre-identified important functionality
do not make the cut. Boundary Searching (Jones, 1992)
is similar in that design teams search and attempt to
define the range of the design space within which
acceptable solutions exist, and then limit design
solutions to the defined space. The difference between
the two latter methods is that Boundary searching
defines the design space in terms of parameters,
whereas Morphological charts is more specific in that
possible, suiting sub-solutions (already within the
boundaries) are evaluated.
Both Morphological charts and Boundary Searching
can be considered as germinal methods (Shah et al.
2003). Many germinal methods are based on
brainstorming (Jones 1992; Martin & Hanington 2012),
which has been criticized for not addressing specific
domains, user needs or specifications (De Bono 1995).
There are a therefore a series of techniques that modify
brainstorming in different ways, either in improving the
process in itself or by adding means to sort, evaluate or
refine brainstormed ideas, or refining them, e.g. The KJmethod/Affinity diagram (Kawakita, 1982) , the 6-3-5
(Löwgren & Stolterman, 2004), and various Brainstorm
graphic organizers (Martin & Hanington, 2012). This is
interesting since it points towards a need for structure
when generating ideas.
Albeit several of these methods above deal with idea
generation, an opening of the design space, and the
transformation of an existing artifact – aspects which
Skewing fulfills, only one of them, Interaction
Relabeling (Djajadiningrat et al. 2000), focuses on
interaction-related properties, albeit applied to everyday
things as opposed to interactive artifacts. Arguably,
there are other methods that are designed specifically
for application on interactive artifacts, e.g. Animal
Expression Transfer (Landin 2006, Lundgren 2007)
where animal traits and behaviors are mapped onto an
artifact, or Temporal Themes (Lundgren and Hultberg,
2009), where only the temporal behaviors of an artifact
are changed. Firstly – and unfortunately – these
methods are not commonly used within interaction
design, despite their interaction focus. Secondly, these
methods are more specific and less structured than
Skewing. Thirdly, this sums up to only four ideation
methods (counting Skewing) explicitly focused towards
interactive/interaction design aspects of products.
RESEARCH METHOD: ACTION RESEARCH
Since Skewing originated as a design exercise, it has
been used and developed in an educational context. We
are thus framing this study as an action research project.
In short, action research is an iterative process where an
active practitioner first studies her or his practice,
framing an area of improvement. Using whichever facts
available (observations, suggestions, ideas, analysis), a
change is introduced, and after analysis and reflection,
the iteration begins anew, until the initial issue has been
resolved (Costello 2003). As stated by Carr and
Kemmis (1986) the action part is the part of the cycle
when a change is introduced, i.e. when reflection is
turned into action.
Action research has the benefit of being directly
applicable to the teacher’s own teaching situation
(Costello 2003, pp. 15-26), but it is often being
criticized for not being general or scientifically valid
enough. Ways to counter this can be to very explicitly
describe the context of the study, so that others can
judge if the findings are useful for them. As a means to
increase reliability and validity, one can attempt to
triangulate the data used for analysis (Costello 2003, p.
45; Herr and Anderson 2005 p.56, 61). In this study, the
different data sources are observations made during
teaching, the designs, and students’ reports on the
designs, i.e. rationale, analysis and scenarios.
BACKGROUND: THE ORIGINS OF SKEWING
Teaching interaction design is to a great extent coupled
to design methodology combined with learning about
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the materials one is designing with, and the people one
is designing for. As for interactive artifacts, it has been
argued that apart from physical materials, they also
consist of ephemeral materials like code, behavior and
interaction, all of which are closely intertwined (Cooper
et al. 2007), Hallnäs and Redström 2006, Lim et al.
2007, Löwgren and Stolterman 2004, and many more).
In conclusion, students in interaction design need to
learn about interaction as being one of the materials
they shape. This is a complicated endeavor since
interaction is invisible and appears “only in use”
(Löwgren and Stolterman 2004). Moreover, it can only
be afforded in design (Baljko and Tenhaaf 2009, Landin
2009, Norman 1998 and many more), and to make
matters even more complicated, the actual interaction
carried out can be unexpected and unwanted (see
Landin 2009, . Lim et al (2007) conclude: “To develop
such insights about material properties is not easy,
especially when it comes to interaction. […] The
material we need to understand for interaction design is
flexible, ungraspable, and phenomenal.”
As in any other teaching, teaching interaction-asmaterial benefits from a deep-learning stance. Deep
learning (see Marton and Säljö, 1976a, 1976b) has been
advocated within pedagogy for a long time, and states
that the desired aim within teaching/learning is to attain
deep learning by promoting activities such as
interpretation, meaning-making and relation of
concepts, rather than learning facts, figures and
processes (Ramsden 1992; Bowden & Marton 1998;
Marton et al 1986). Biggs (2003) specifically lists
cognitive demanding activities, like analyzing and
explaining, as a means to achieve deep learning. In
design teaching, the application of concepts coupled
with analysis and reflection on the outcome has always
been a common approach (Baumann 2004; Wick,
2000), e.g. Baumann (2004) found that exercises seem
to be the most common teaching activity across design
disciplines.
As a response to the issue of teaching material aspects
of interaction, we set out to design a design exercise
aimed towards understanding and utilizing different
interaction-related frameworks – this was the origin of
Skewing as a design method. Being an exercise, it
would contain many of the activities resulting in deep
learning.
IN SEARCH OF A SUITABLE FRAMEWORK
Several approaches have been taken when it comes to
describing interaction in itself. Rullo (2007) has
explored ambient systems and for these, she proposes
what she calls soft qualities of interaction, related to
dynamics like access, interferences, varying visibilities,
separation/interpenetration, overlapping, layering etc.
Looking at interaction from the viewpoint of
movements, and based on Laban’s denotations (cf.
Hutchinson 1977), Vedel Jensen et al. (2005) discuss
aspect like flow, weight, space and timing.
Djajadiningrat et al. (2004) also take the approach of
looking at interaction as movement, and introduce the
concepts Freedom of Interaction, Richness of Motor
Action and Interaction Patterns. Building on the same
work, Vensween et al. (2004) present an interaction
framework called frogger: here a product’s reaction to a
user’s interaction are coupled to time, location, direction
(of movement), dynamics, modality and expression.
These “unification aspects” are then used in a
framework, coupling action to different types of
information on possible means of interaction. In a
similar vein, studying the “interaction gestalt”, Lim et al
(2007) list in total twelve gestalt attributes, expressed as
bi-polar scales.
In addition to the approaches mentioned above, there
are two frameworks that were used by us, and thus
deserve a closer explanation. Firstly, the set of use
qualities listed by Löwgren & Stolterman (2004). These
come in five categories, and are as follows:
— Motivational qualities: Anticipation, Playability,
Seductivity, Relevance, and Usefulness
— Interaction qualities: Pliability, Fluency,
Immersion and Control/Autonomy
— Qualities related to social relations: Social Action
Space, Identity and Personal Connectedness
— Structural qualities: Transparency, Efficiency and
Elegance
— Qualities of meaning-making: Ambiguity,
Surprise and Para-functionality
As the name suggests, use qualities appear in use, and
are experienced by the user. Secondly, we have used
Lundgren’s interaction-related properties (2011). This is
an attempt to merge many of the previously mentioned
sources as well as on others. The result is a list of 30
interaction-related properties expressed as scales,
divided in the following six categories:
— Properties related to Interaction per se: Input
modalities, Interaction flow, Directness, Freedom
of Interaction, Precision and Tasking
— Properties related to Expression: Output
modalities, Presentation, Clarity, Feedback and
Information Order
— Properties related to Behavior: Approach, Level of
Dependency, Forgiveness, Robustness,
Adaptability and Openness
— Properties related to Complexity: Posture,
Versatility, Predictability, Connectivity and
Difficulty
— Properties related to Change and Time: Evolution,
Movement, Response Time and Temporal aspects
— Properties related to Users: Company, Locality of
Users, Privacy and Behavior analysis
To some extent we also incorporated Landin’s (2009)
expressions of interaction into the exercise. She has
discussed unexpected or unwanted use, exploring
possible interaction forms – the relation between
interaction and function – and expressions of
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interaction: “how people might relate to the interaction
with a device” (ibid, p. 46.). The listed expressions of
interaction were not used as a part of the design process,
but only as a tool for analyzing the outcomes.
SKEWING EXPERIMENTS
Skewing has been carried out in different variants in
three different classes of interaction design students.
The exercise originated during a literature session where
we discussed interaction frameworks, and the students
stated that they did not quite understand. This resulted
in a spontaneous analysis of a software using one of the
frameworks, which was much appreciated. Next year, a
light-version of this was used in an exercise were
students brought one specific property to a design,
which meant that they only learnt that single property
well.
Based on these pre-observations, the Skewingexercise was created. Throughout the years we have
experimented with different settings as is shown in
Table 1. Despite the differences in setting, designs were
similar between iterations, meaning that Skewing as
design method seems to be rather stable. The collected
material consists of 37 designs, designed by 68 students
working in pairs or groups of three. The exercise has
several steps:
1) Analyze the given object with the given
framework
2) Ideation: redesign the object using the
framework
3) Describing and discussing design ideas
4) Refinement of a chosen design idea
5) Analysis of refined design ideas using the
given framework.
6) Deliver concept description, a scenario of use
and a reflection which properties (in the
framework) had changed and how use, and
situation of use, had been changed accordingly
OBSERVATIONS
Already in the analysis-phase, it became evident that
students got acquainted with the terms since they
needed at least a brief understanding of them in order to
carry out the analysis. There was sometimes a lively
debate on whether, or to which extent, a certain quality
or property existed. This of course opened up for an
inherent issue with briefly described frameworks:
different interpretations of a certain concept, and that a
general concept sometimes can be hard to apply on a
specific item. We do not see this as a negative issue
since it opens up for discussion, analysis, and reflection,
which are deep learning activities.
Throughout the process, and in the task description,
students were encouraged to do “wild and crazy” things
in order to explore not-so-obvious properties or
combinations of properties.
Some general observations were made for all classes.
Firstly, some students had a hard time breaking free;
they believed the focus of the exercise was idea
generation, rather than exploring the materiality of
interaction. As a result, they tried to stick to sensible
ideas, rather than just any designs. We had to repeatedly
point out that efficiency or a working product was not
the goal. Others reveled in the lack of boundaries and
very explicitly toyed in designing strange, useless or
provocative devices (see “Outcomes” below).
Secondly, when asked to write scenarios, students were
typically over-optimistic. In at least half of the cases
where social exchange of some sort had been added to
the artifact, the two protagonists in the scenario fell in
love and lived happily ever after. This is another effect
of wanting to design products that “work”.
In 2010 and 2012a, students had rather strict
boundaries; they were to change one, and only one
quality at a time, but as it happened, others changed
accordingly. The last group of students were instead
asked to change several properties more or less at once.
First, they should choose about five properties from at
least four different categories and change them, and in
Table 1: How the Skewing-exercise changed over the years. It ran twice in 2012, but with different groups of students. In 2010 and 2012a, strictly
speaking there was one group of three, and the rest worked in pairs. Bold text indicates changes from previous year.
Year /
Students
Framework(s)
Artifact
Analyze
Ideation
Describe,
discuss
Refine
Analyze
2010 / 13
Use qualities
(Löwgren &
Stolterman 2004)
Mp3player
In pairs
In pair, 5 designs as result of
skewing one quality per
category
In pair
Alone
In pair
2012a / 13
Use qualities
(Löwgren &
Stolterman 2004)
Mp3player
In pairs
Alone, 5 designs as result of
skewing one quality per
category
In pair
Alone
In pair
2012b / 42
A subset of
Lundgren’s (2011)
Interaction-related
properties
Mp3player or
camera
In groups
of three
Alone, 2 designs. One
design by skewing five
properties. One by skewing
all properties in one
category.
In group
In group
In group
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their second design they should change all properties in
one category. As it turned out, they started changing
one and let others “tag along” as an effect of the change.
This too, was an effect of students wanting to create
feasible designs. This approach was possible since most
of Lundgren’s properties can have more than two states,
i.e. it is not so simple as to say that an artifact has, or
does not have a property. Therefore, the students’
approach of changing one property in a category and
then let the others change accordingly worked. If one
really strives for unusual designs, one should probably
clearly state – before starting the ideation process –
which property to change, and to what state.
OUTCOMES
The handed-in conceptual designs were in the form of
rationale, scenarios, sketches and analysis, and point
towards an understanding of the properties used in
skewing. In total, 37 re-designs were produced. Of
these, roughly ten were designed for enhancing social
interaction – there was a strong influence from the
social media-realm. In most of these designs, users
could spot nearby users with similar taste in music with
which they could then make contact in order to share
songs.
Thirteen of the designs featured input devices other
than buttons. Some were context-aware, using various
sensors as means to change what music they were
playing, e.g. picking up the user’s pulse whilst running
and playing faster/slower songs accordingly. Others
toyed with more tangible input means, e.g. shaping the
player itself as an input command.
Six concepts were critical designs (Dunne & Raby
2007). The reason could be that students had done a
critical design exercise in the same course, but also that
many of them were passionate music lovers and wanted
to make anti-mainstream designs. In one of the designs,
the player adapted itself to a mainstream music taste as
a comment on the power of record companies. In
another, users ran the risk of getting a small electric
shock if they skipped a song. Another approach in this
vein was to retro-design back to the cassette player’s
limited interaction abilities in that you could not skip
songs easily, had limited playlists etc. Other types of
critique dealt with laziness and required users to move
along or dance with the music. Another design
presented music as an addiction, by rewarding users
with nicotine(!). Five of the designs were also outright
useless, designed for non-efficiency and non-relevance.
Out of the 37 designs, there were a few that are
promising or interesting. One is a social player,
designed by Elin Lindberg. Unlike most social players
students came up with, it is designed for people that are
already acquainted. In her design, friends agree to share
a playlist, which they both listen to simultaneously.
Both can edit the playlist, which opens up both for
flirting, sharing and regular “song wars.” (Note that this
design was made before Spotify’s service of sharing
playlists!) In her design, Elin addressed the lack of
Social Action Space and Identity; when adding these
she to some extent weakened Anticipation and
Efficiency, adding Surprise. These design changes
moved the player from a tool to play music towards a
tool for communicating and expressing oneself.
Several groups designed cameras that could fly or be
thrown around corners, or that photographed social
spaces, and in all cases uploaded the images on the fly.
In all cases, the property of being dependent (i.e.
awaiting user’s actions) was changed into an
autonomous behavior, and similarly the property of not
being connected changed to being connected to the
internet. As a result users’ relation to, and interaction
with changes from seeing the camera as something that
requires their attention and guidance to something that
one might potentially want to avoid; a tool that can be
both fun and scary in its unpredictability. Note that
regardless the ethical issues, there are already similar
products (for more extreme situations like burning
buildings, crime scenes and warfare).
Other interesting designs were a social/context aware
player by Mikael Hjorth. His geoPod picks up the
soundscape of the city, i.e. the songs that are being
played often in a certain neighborhood. As such, the
design rhymes well with thoughts on sustainability and
openness towards new ideas. In his design, Mikael
toyed with Control/Autonomy, moving towards
Autonomy. As a result the design now features
Ambiguity and Surprise. In combination, these changed
properties turn the geoPod from an efficient tool for
music playing into a tool of exploration – and possibly
reflection on the inhabitants in an area; instead of
controlling it, users get insights from it.
Lastly, Sara Johanna Nilsson has designed a music
player with personality: “The iPod has its whims. Some
days it might only play rock, or classic, or British 90's
pop. Some days it might not play at all. The more
differentiated your taste, the less extreme the whims.”
Sara aimed for increasing Surprise in her design, as a
result also moving from Control towards Autonomy.
Again, we see a shift from the player as an efficient tool
for playing music into a suggestive tool that encourages
exploration rather than control.
CONCLUSION
In conclusion we have strong indications that Skewing
works well as an exercise for understanding various
interaction frameworks. Firstly, it requires that students
engage in deep-learning activities such as analysis,
application, comparison and reflection. Secondly, the
observations in class as well as the written material
students handed in, point towards them having
understood the various concepts used in the used
frameworks.
Despite the fact that skewing interaction properties
was conceived for teaching interaction frameworks, the
method has also shown promising results as a
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structured, easily steered ideation tool that can produce
a multitude of ideas, some of which can be very
promising in solving the design issue at hand.
SKEWING: THE METHOD
Many of our students commented on the exercise as also
being a design method for coming up with new and
interesting ideas, and as shown by some of the examples
above, several of the designs presented have become, or
could become products. Also, some redesigns turned the
music player into another product, e.g. a radio or
cassette player. This indicates that by skewing, one may
well end up with something useful.
Given our findings from observing Skewing in action
these 37 times, we can summarize it as containing the
following steps:
1) Select an interactive artifact to redesign.
2) Select a suitable framework for analysis and
redesign. The choice of framework, or the selected
parts of a larger framework (or, as in the case with
Lundgren’s 30 properties) serve as a steering
instrument in how the designs will be geared. If
using frameworks primarily describing movement
and movement patterns (e.g. Vedel Jensen et al.
2005, or Djajadiningrat et al. 2004), naturally the
focus, and the changes, will regard movement. If
selecting Lundgren’s (2012) user-related properties,
“social” designs may appear – or disappear, if
already existing.
3) Analyze the chosen artifact using the chosen
framework. Here, it is not extremely important that
the analysis is entirely “correct”, which is a benefit
if the terms in the frameworks are sparsely
described. The important thing is that designers
know what they mean when they attribute a certain
term to the artifact – because they will then change
it.
4) Start the skewing process by changing one or
more properties. This can be done in three ways, all
observed in the exercises.
a) Skew one, and only one property at a time and
see what happens.
b) Skew a property and let others change
accordingly.
c) Select five random properties and skew all at
once. This approach will generate the most of
odd ideas.
Write down all design ideas collected this way.
5) Select the most promising/odd/interesting ideas
or changes. Explore these further by constructing
negative and positive scenarios of use.
In Jones’ (1992) design process model Skewing fits
within the divergence methods. As such, results from
skewing require the use of convergence methods – feel
free to replace step 5 – in order to be tailored towards
specific user needs and other potential requirements.
DISCUSSION
Initially we stated that the interaction design community
lacks design methods related to interaction per se, and
we have argued that Skewing in fact does this by use of
the interaction-related frameworks. However, we also
presented other similar methods already used by
interaction designers, and one may question whether
there is really a need for yet another method.
As for the Random Stimuli-method (De Bono 1970), as
well as for Animal Expression Transfer (Landin 2006,
Lundgren 2007) these are in comparison much less
structured – the success of the method to a great extent
relies on finding a good “random” object or animal from
which mappings work. Moreover, Random Stimuli
focuses on any property (material, appearance, use) of
the stimuli object, not specifically interaction. The same
argument goes for SCAMPER, which in other ways is
very similar to Skewing.
As for methods targeted towards exploring and
widening the design space, Skewing and the Critical
Incident Technique share some common ground in that
they both discuss and utilize fringe conditions. In
Skewing however, these are however created in the
skewing process, not passively looked for via
bservation. In comparison with Morphological Charts
(Jones 1992) instead, Skewing intentionally pushes
designers into exploring ideas that might seem
irrelevant to the limitations that the design requirements
impose – strange ideas that once in a while can be very
good. These are the novel ideas that are hard to foresee,
and it is in this that skewing excels, and charts fall short.
Another important difference is that charts-generated
ideas are limited to perceived usefulness whereas
skewing-generated ideas are limited to the interactionrelated properties that have been chosen. Similarly
Boundary Searching (Jones 1992) limits designers to
design within the boundaries of the requirements,
whereas Skewing allows for breaking them; they are
tackled with at later stages in the design process.
Both Skewing and Brainstorming are geared towards
producing a wealth of ideas that could potentially solve
a design problem. Skewing however differs in that it
focuses on interaction properties of pre-existing
artifacts; it is therefore only suitable for redesigns.
Another differentiator is that Skewing can be used with
different, targeted frameworks. This characteristic
makes skewing a method that can focus on different
types of design depending on the property framework
that is being used with it.
In conclusion, Skewing has a place in the range of
structured, transformational ideation methods, and it
definitely has a place within the interaction designers’
toolkit, since it can be utilized to focus on redesigning
interaction and interactivity.
Note that while Skewing in itself is not limited in its
potential design uses, if an interaction design framework
is selected, the Skewing focuses on redesigning
interactions; the focus of the method is strongly coupled
to the chosen framework.
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Even though Skewing has many uses and offers certain
advantages, it is equally important to recognize the
limitations of the method. Firstly, it is as good as the
framework that it is used with. It is the framework that
sets and limits the properties that can be skewed and this
greatly impacts the quality of the produced ideas. For
instance, the framework needs quite clearly defined
terms, rather than overarching concepts; e.g. the idea of
using Löwgren’s (2009) four aesthetic interaction
qualities (Fluency, Pliability, Rhythm and
Dramaturgical Structure) was abandoned at an early
stage since they are too generic.
Additionally, since Skewing does not take user
needs and other requirements into account, many of the
ideas that are produced may not be realistic and may not
correspond to the design requirements. However this is
the case – should be the case – for any initial ideation
method. Also, when it comes to designing as opposed to
re-designing, Skewing does not work since it requires
pre-existing artifacts. Finally, at least when applied by
students, we have observed a trend to lean towards
wishful thinking in how well the designs would work in
a real-life context. This is however not an issue coupled
to Skewing in itself.
With that being said, Skewing has the advantage of
being easily adaptable to different design disciplines
and approaches given that one has a sufficiently capable
framework to “feed” into the method. For instance one
could use Jordan’s (2002) dimensions of product
personality as a means for designing for specific
emotions e.g. designing for joy as in “How would you
change the properties of the artifact so that users will
experience joy when using it.” Again, the possibilities
are only limited by the framework that is being used,
and by the imagination of the design team. Moreover,
Skewing is very affordable as it can be carried out in a
few hours without any special tools.
CONCLUSION
In this paper we present an ideation method, called
Skewing – skewing as in shifting, changing, or turning.
The method is particularly useful within interaction
design, since the main idea is to explore interactionrelated properties of an artifact. The artifact is analyzed
using a framework of terms or properties describing
interaction, and then these properties are deliberately
changed.
Albeit limited to redesign and to the applied
framework, Skewing is a cheap, fast method that helps
designers find unusual design solutions otherwise
overlooked.
Additionally, although Skewing was created and
has only been tested as an interaction design method,
there are no set limits that prohibit Skewing to be used
with other types of frameworks in a variety of contexts.
As long as the limits and capabilities of Skewing are
understood, designers can have one more tool in their
inventory of methods, to help them navigate the chaos
that is the design process.
ACKNOWLEDGMENTS
Thanks to all present and former students at the
Interaction Design & Technologies master programme
students at Chalmers University of Technology, for
taking part in the various versions of the Skewing
exercises – especially Elin Lindberg, Mikael Hjorth and
Sara Johanna Nilsson for letting us describe their work
in this paper. Thanks also to or reviewers for excellent
suggestions as to how improve the paper.
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3 CONTIGUOUS EXPERIMENTS
ON A DESIGN HISTORICAL CASE
PIA PEDERSEN
DEPARTMENT OF COMMUNICATION DESIGN
KOLDING SCHOOL OF DESIGN
PP@DSKD.DK
ABSTRACT
This paper contributes to the field of practicebased research and includes insights from research
through design, both research perspectives that
apply methods and processes from design practice
as basis for knowledge generation. The objective
of the paper is to introduce a design historical case
and demonstrate that it can inform and produce
relevant knowledge to practice-based research and
research through design. It is the assumption that –
by forming the basis for making an epistemic
artefact – a design historical case can construct
knowledge on how to transform statistics into
visualisations. It is also the assumption that the
combination of design history and designerly
experiments can extend the theoretical scope of
practice-based research, which is normally defined
by focusing on the present and the future. Three
contiguous experiments are demonstrated through
dynamic research sketching, a new explanatory
tool, with the purpose of showing how, by building
on each other, they form a medium for knowledge
expansion. Finally the paper reveals visual
research methods and tools that should be
acknowledged as valuable for knowledge
production within the growing field of practicebased research.
INTRODUCTION
In the fields of practice-based research (PbR) and
research through design (RtD) it is now widely accepted
that design practice and design can generate new
knowledge (Chow 2010, 1). PbR, a term sometimes
replaced by practice-led research (Rust, Mottram, and
Till 2007), has been defined as “research in which the
professional and/or creative practices of art, design or
architecture play an instrumental part in an inquiry”
(Ibid, 11). RtD is therefore seen as a perspective within
PbR where methods and processes from design practice
are utilized for research. These perspectives become
valid only when we are able to show and explain how
the practice-based approaches are informed and
employed, and what kind of knowledge contribution
they provide. For that purpose, several frameworks have
recently been developed, for instance the programmatic
approaches (Binder and Redström 2006; Brandt and
Binder 2007; Redström 2011a) and the explanatory tool
Dynamic Research Sketching (Christensen, Markussen,
and Knutz 2011; Markussen et al. 2012).
PbR and RtD force the researcher to focus on the future,
as existing situations are changed into preferred ones
(Simon 1969, 111; Zimmerman, Stolterman, and
Forlizzi 2010, 310). Consequently the novel aspect
about the present practice-based project is that it
employs a design historical case as the starting point to
producing knowledge about the visual communication
of statistical data. The aim of the project is to find ways
of preventing uncommunicative data visualisations
where numbers are simply replaced by perfunctory
graphical tools. This knowledge could be demonstrated
through several design approaches, the most outstanding
being the notion of “transformation” inherent in
ISOTYPE (International System Of TYpographic
Picture Education), which is defined by its founders as
the process of extracting, arranging and simplifying data
into visual form (Neurath 1974).
The present research has primarily been informed by the
Isotype founders Marie and Otto Neurath’s writings and
secondly by previous research on Isotype (in particular
Macdonald-Ross and Waller 2000; Kinross and Neurath
2009). These sources did not focus on expanding and
exemplifying what actually happens throughout Marie
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Neurath’s sketching process, however, so the aim of this
research is to do precisely that: revive the notion of
transformation by making a close study of all the
material related to a specific project. This research
hopes to demonstrate that Isotype charts are more than
just a styling feature, and that they could be the first step
in formulating a valuable philosophy for today’s
designer. With help from archivists and design
historians at the Isotype Collection at the University of
Reading, one suitable case was found (apart from loose
sketches), namely a project named the Bilston Venture,
an exhibition from 1947, containing 12 charts on plans
for a new housing project in Bilston, England. Some of
the reasons for choosing this case was that the principal
transformer, Marie Neurath, produced it in a mature
period of Isotype; furthermore there had to be sufficient
material to represent the whole process.
Thus, the first purpose of this paper is to explain how
the criss-crossing between experimental and design
historical work extends theory. This issue will be
answered by zooming in and out of the three contiguous
experiments, namely from the overall research position
and program to the details that constitute each
experiment. The second objective is to show that an
epistemic artefact can construct knowledge about how
and why people design. Thus the paper visually
demonstrates and discusses how knowledge has been
generated through the methods and tools employed.
POSITION
design history field of research and relies on design
historical methods. The last two positions are integral to
the practice-based part of the present research. I am
primarily researching through design, because I am
doing action research, i.e. employing methods and
processes from data visualisation and communication
design as a basis for formulating empirical data. One
could argue that I am also researching for design, as the
artefact is informed by the research. However, the
purpose is not to make an artefact in itself, but to use the
design of the artefact as a way to produce and
communicate knowledge.
Recently RtD has been applied for instance within
Interaction Design and Human–computer Interaction
(Zimmerman and Forlizzi 2008; Zimmerman,
Stolterman, and Forlizzi 2010). Here RtD is defined as a
research approach that employs methods and processes
from design practice (Zimmerman and Forlizzi 2008,
42). It forces the researcher to focus on the future which
“allows researchers to become more active and
intentional constructors of the world they desire”
(Zimmerman, Stolterman, and Forlizzi 2010, 310). RtD
centres on the making of an artefact, in the form of a
prototype, a model or a product, which forms the basis
for understanding and framing the problem and
proposing a preferred state (Zimmerman and Forlizzi
2008, 42). Zimmerman and Forlizzi distinguish between
two approaches within RtD: 1) the philosophical
approach, characterized by the investigation of a
“previously articulated theory” and 2) the grounded
approach, focusing “on real-world problems that force a
concrete framing of the problem” (Zimmerman,
Stolterman, and Forlizzi 2010, 313).
The term PbR can be applied to “research in which
practice is integral to the method and not just the
medium of the output” (Biggs and Buchler 2008, 5). It
is often used interchangeably with the more recent term
RtD, originally coined by Sir Christopher Frayling, who
in 1993 made three characterizations of design research:
research into, research through and research for art and
design with the purpose of giving design research equal
status to traditional research disciplines (Frayling 1993).
Research into art and design is research such as
traditional historical research. Research through art and
design is materials research, development work or
action research defined as research “where the action is
calculated to generate and validate new understanding”
(ibid, 4). Finally in research for design the end product
is the purpose and the thinking is embodied in the
artefact. These three categories are employed as the
widespread labels for the present research approach and
as a steppingstone for further clarification.
Both approaches are applied in this PhD-project: The
grounded approach, because this project is driven by a
real-world problem, where I have experienced and
observed problematic situations of the visualisation of
statistical data within educational and professional
practice; the philosophical approach, because the realworld problems could not be solved through previously
articulated theories, which further emphasized the realworld problem. As a consequence the project
investigates previously articulated theory with the
purpose of solving real-world problems. Even though
this distinction has been criticised for being based on a
false separation, it has been discovered that theory
construction occurs in the link between the two
approaches (Christensen, Markussen, and Knutz 2011,
3).
The first position, research into design, relates to the
object of study of this project—a design historical case.
My investigation of archival material includes design
historical references and methods meant to frame and
understand the empirical material. Some of the
addressed issues, namely the description of Marie
Neurath’s design process within the social and cultural
aspects of the empirical periods (which again is
described within the whole development of the
transformation approach) is directly inherent in the
A new approach to conducting practice-based research
has been developed in recent years (Binder and
Redström 2006; Brandt and Binder 2007; Redström
2011a). It centres on the notions of program and
experiments, where the program can be seen as a
provisional knowledge regime that forms the frame for
running experiments (Binder and Redström 2006, 10).
The programmatic approach proves to be suitable for
the present research, because the current knowledge
about transformation is constantly expanded and refined
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through the experiments. The experiments are not used
to prove or falsify the existing theory on transformation;
rather it is a way of exploring the material. The
approach was recently subject to further development as
Dynamic Research Sketching (Christensen, Markussen,
and Knutz 2011; Markussen et al. 2012), an explanatory
tool that aims to show how practice-based design
research is able to feed back into and transform theory.
By integrating theory construction and by being
dynamic in its ways of showing the dialectics between
components and ways in which experiments and theory
inform each other, it forms the central tool for an
elaborated explanation of the present research.
Consequently this Ph.D.-project, principally positioned
within the perspective of PbR and using insights from
RtD and research into design, aims to improve an
undeveloped practice, the visualisation of statistical data
within visual communication design, by producing
knowledge on the past. Reference studies, material
collection and sampling procedures form the basis for a
further investigation where the process of creating
artefacts is central for the knowledge production.
RESEARCH ARTEFACT
I will borrow the term epistemic artefact (Hansen 2009)
to describe my artefact. It is epistemic (involving
knowledge) because it came through the archival
material, being bound to the material in such a way that
it cannot be seen out of context or used as a commercial
artefact in itself. It is, indeed, a tool for understanding
and developing theory on the historical work of Marie
Neurath from a designerly perspective. Being a
visualisation, it also becomes a tool for explaining the
research outcome, as pointed out by Sadokierski and
Sweetapple, who unconventionally explore ways of
visually analysing texts (Sadokierski and Sweetapple
2012). Using Zimmermann’s characterizations: theory
on design (creating knowledge about how and why
people design) and theory for design (conceptual
frameworks, philosophical guidelines, and design
implications) (Zimmerman, Stolterman, and Forlizzi
2010, 313) classifies the artefact as theory on design
since it shows how Marie Neurath designed. In addition,
in that context, it is also a theory for design, because it
extends the theoretical foundation of how to transform
numbers into pictures.
KNOWLEDGE FLOW
In order to comprehend how the criss-crossing between
experimental and design historical work extends theory,
I will explain the relationship between research
questions, program and experiments. When looking at
Zimmerman and Forlizzi’s two approaches it becomes
evident that the tension field between the grounded and
the philosophical approaches drives the program. Realworld problems motivated me to try to establish the
right balance between data and picture in a statistical
chart and in this context the role of the designer.
Subsequent literature studies directed the research
towards the notion of transformation inherent in the
theory on Isotype and to empirically investigating how
transformation influences the statistical chart. Thus a
tension exists between wanting to contribute to today’s
practice and achieving this by looking into the past. The
result is the program: Recover the notion of
transformation, where the purpose of the experimental
work is to recover, and the historical work included in
the notion of transformation. The program becomes the
temporary knowledge regime materialised over time by
the three experiments X1, X2 and X3, which are based
on design historical references and the framing and
collection of suitable material.
X1
The first study of the material clarified that Marie
Neurath’s way of approaching the visualisation of
statistics has enduring value for today’s designer, but
exactly how remained unclear. The vast amount of
statistical material, journal articles, sketches and black
& white photographs of the final charts related to the
Bilston case had to be explored. The idea was to
identify the essential principles of transformation
looking “from the table to the graph and from the graph
to the Isotype chart” (Neurath 1955, 34). However, this
presented a conflicting agenda, because showing
transformation as a set of principles or a list of rules
would be misleading, as the work was constantly
modified, refined and influenced by real life (Kinross
and Neurath 2009, 103).
The material therefore had to be approached in an
exploratory fashion, starting by looking for fixation
points to map the work. Final charts with their
respective blueprints (an instruction drawing for the
artist who finished the artwork) were placed vertically
from chart no. 1 to 12 in the order they appeared at the
exhibition. Subsequently the process of transformation
was rewound as the blueprints were the starting points
from which to move back in time vertically (see Pia
Peder 2012a, 7–8). When a map had taken shape the
different types of material were given different colours.
A more systematic way of understanding relationships
and patterns in the material was needed, however, a
problem that was solved through data visualisation.
Every time a transformation was observed from one
sketch to another a new symbol was designed. Every
time a symbol could be reused its significance was
revised and refined. The process occurred in loops of
observing, visualising, checking, comparing and
changing (e.g. several sketches were repositioned in the
mapping). Finally the symbols of each sketch were
placed on top of each other as a combined symbol and
placed into a grid based on the mapping. It became a
diagram, the content of which could be split into
categories. Now it became possible to analyse the
relationship between the detailed transformations in
their corresponding category from the single sketch to
the whole process landscape.
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Mapping of the sketches—a set of symbols portraying
the principles of transformation—and diagrams showing
the transformation landscape, expanded the knowledge
of transformation (see Pedersen 2012a). A case in point
was how the message in the chart was developed along
the process; for instance by rotating units over and over
the setting in a given chart, and hence the message, was
reframed. However, certain things remained unclear e.g.
how Marie Neurath proceeded in the selection process.
Luckily additional material in the form of letters was
collected in the course of X1. They had remained
unread in order to let the sketches speak for themselves.
So how would the collaboration presented in
approximately 100 letters exchanged between
Otto/Marie Neurath and Bilston Town Clerk Williams
change the picture?
X2
The letters would hopefully provide more information
and help re-evaluate the findings from X1; but the first
reading did not answer the questions I was asking. The
letters were then simply arranged chronologically
according to month and year (1945-1948), but that just
revealed certain facts e.g. that there are fewer letters in
May than in October 1946. A new and more precise
timeline with additional information that could help
keeping track and create an overview of the letters was
needed. I now gave the letters colour codes that
differentiated between sender and receiver, and
additional symbols were designed to represent
enclosures, phone calls and meetings. On top of the
symbols I inserted keywords referring to important
content or reference points in the sketches; hence I
could see the flow of the collaboration and discover
when material was missing. I could directly track facts
like “a few days after Marie Neurath met With Mr
Williams she sends him a letter in which…” or “Marie
Neurath mentions a letter, but on that date there is
nothing on the timeline. Does it really exist, and if so, is
there any information on its content?” The timeline was
a tool and a key to the historical investigation and to the
next step: to illustrate the connection between the letters
and the transformation process.
The letters provided hints on details to look for in the
sketches. When building up the timeline, these reference
points were represented on the map from X1 as black
spots (for examples see Pedersen 2012b, 9–20). They
indicated that the map needed to be re-evaluated and
visualised once again in a process of zooming in and
out, between the map, the sketches, the timeline and the
letters. Hints from letters compared with the sketches
had provided a new fixation point, namely a miniature
exhibition produced early in the process for a meeting
with Mr Williams in the form of 12 numbered sketches.
Figure 1
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place. It became evident which sketches were made
before or after the miniature exhibition, for instance
sketches produced with data received after the meeting
could not be placed before the miniature exhibition. On
the map the changes appeared as rearrangements of the
sketches and connecting lines.
Historical details, timelines and a revised map of the
sketches expanded the knowledge of the process further
(see Pedersen 2012b), ranging from details about the
single sketch to the overall process. For instance by
rewinding the map according to the new fixation point,
it was discovered that Marie Neurath had reorganised
the order and the content of some of the charts (i.e.
connecting lines) and had sometimes gone back and
made changes in the sketches. However, further
elaboration on how these new findings would influence
the findings from X1 was needed.
X3
It was necessary to go one step deeper into the material
and explore how the relationship between the small
transformations had changed with the new knowledge;
hence the previous two experiments had to be combined
and extended by reusing and revising the symbols and
diagrams used in X1 and incorporating the knowledge
gained from the letters in X2.
Based on knowledge and experiences acquired through
the earlier experiments, the way the symbols were used
was refined into a more thorough analysis. The material
was analysed from a wider perspective, namely looking
at the process four charts at a time rather than one chart
at a time. When a symbol from X1 was reused it was reevaluated to ensure that it fit the observations. If
something new was found in the sketches, and a new
symbol thus needed to be designed, all the material was
examined once again to see if anything was missing. I
was continuously looking for discrepancies with the
first experiment, and if so, I went back and forth
between the visualisations and the historical material.
For instance new insights into the sketches indicated
that the material needed to be reorganised, and the
process of rewinding the map was repeated revealing
new patterns. Finally, the symbols where placed (like in
X1) into the new grid illustrating how the whole picture
had changed. A new mapping, sets of symbols, and
diagrams were created helping to further analyse and
expand the content of the process of transformation. For
instance, it was discovered that the process of selecting
data took place throughout the whole process and not
only in the beginning.
Figure 2
The new insight required a rethinking of the whole
transformation process, and in rewinding the process
according to this information new links and
relationships within and between the sketches fell into
The research traces in detail how the Isotype approach
was put into action and can teach the designer how such
a process of transformation helps to discover and create
meaning from statistics. Further research will juxtapose
the knowledge on transformation with other
perspectives by feeding into the tension field between
the grounded and philosophical approach.
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OVERVIEW
The dynamic research sketch below presents an
overview of the relationship between research
questions, program and experiments.
Figure 4: Dynamic research sketch
The program circle (P) is a timeline, most of it coloured
black as it runs to its end. What has not been completed
or defined is striped, emphasizing that this might look
different in the future. Each experiment is drawn as a
loop that comes out of and into the program like a roller
coaster; once a loop is over you re-orient yourself,
analysing the situation, asking new questions (Q) from
the latest experience and consequently forming the next
loop. Throughout the experiments the actual knowledge
expansion occurred in a dialogue between material and
visual experimentation. The experiments could be
completed because the material had been through the
historical process (hence the orange spots on the
diagram), which again was informed by theory. Going
the other way round the knowledge output of each
experiment—further analysed through theory on design
thinking—feeds into the general theory on Isotype and
into the broader purpose of the program. Thus the
design historical work, constantly reflected in the
experimentation and in the questions, emerges and
fortifies a loop. Although the loops overlap because
every experiment is an extension of the previous one,
they are subsequently guided by different questions or
material. As the program grows stronger the
experiments become more focused and finally at their
closure develop into the knowledge contribution of this
research, hopefully feeding into the tension field
between the grounded and philosophical approaches,
both in practice and in theory.
METHODS & TOOLS
Figure 3
Like in physics, a further explanation of the properties
that come into play within a loop enables our
understanding of the way the construction holds. By
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taking a closer look at the tools and methods applied, it
will be evident how much the knowledge flow within
each experiment depends on the criss-crossing between
historical and experimental work.
1. REWIND MAPPING
Using logic and finding fixation points from which to
move back in time, rewind mapping has been a way of
mapping the transformation process. From a fixation
point (e.g. a blueprint) the mapping proceeded to search
for the sketch that most resembled the fixation point
where good indicators could be the title or the
configuration. Subsequently this sketch became the
fixation point for choosing the next sketch and it
continued in this fashion in a process of comparison and
evaluation between the single sketch and the whole.
Like building a puzzle, some knowledge is needed
about the picture that the puzzle becomes; in this case it
was roughly traced through design experience and
knowledge of Isotype. The X1 process was very time
consuming, as the mapping was built from the bottom.
One sketch with more similarities with the fixation point
would often replace another. In X2 and X3 new fixation
points where discovered and the rewind mapping
process was resumed.
what is happening in the sketch, but also go back and
see how this symbol has been placed in other sketches.
If for example two different symbols can be used for the
same act, the system is challenged. It is therefore
impossible to place the symbols without understanding
the whole process. Similarly when something new is
acknowledged in the sketches, and another symbol
therefore needs to be designed, you have to go through
all the material again to see if there is something you
missed.
The symbols are a vehicle for continuous discussion,
self-evaluation, reflection and creation of knowledge
about the material, based on a comparison with
adjoining sketches, with the whole project, and in the
case of X3 also the symbols from X1. It is a
comprehensive way of generating knowledge, by
detecting patters in a constant interweaving of reflection
and visualisation. The symbols become data in
themselves and a tool for reviewing what is happening
in the sketches. While the data was the result of a
certain amount of subjectivism, it was challenged
through the letters in X2. Furthermore one of the
purposes in X3 was to evaluate the initial finding in X1,
as illustrated by this research note, “I am in constant
competition with my earlier experiments”.
4. DIAGRAMMATIC GRID
2. REFERENCE MAPPING
The outcome of rewind mapping is a map with
thumbnails of the sketches in which a sketch can be
seen as part of the whole by zooming in and out. As the
map forms the reference for further experimentation it is
crucial to view it as a projected and not a true picture of
the process. It becomes a reference point in the way
colour codes represent different kinds of material; lines
represent links between sketches; and black spots
represent links to the letters. Furthermore the colour
codes helped explain how the map changed throughout
the experiments.
3. COMBINING SYMBOLS
The diagrammatic grid moves away from the sketches
by contextualising what is happening in them. Based on
the mapping and the way in which all symbols have
been placed, the diagrammatic grid, in spite of its
complexity, points to patterns and relationships between
the combined symbols representing transformations
within one sketch. For instance, in the diagram none of
the combined symbols were similar. When separating
the diagrammatic grid into different layers of categories
other patterns and relationships can be revealed in the
data. It is possible now to move back and forth from
details of single actions to the overview of the flow of
the actions. The diagrammatic grid becomes a tool for
analysis, but every finding should be evaluated
thoroughly as it relies on the map and the symbols. In
X1, comparing the two categories’ title and arrangement
revealed how Marie Neurath formed the message in the
data.
5. COMPARATIVE TIMELINE
Both in their design and usage the symbols are a way of
illustrating what happens from one sketch to another.
Making a symbol for an observed transformation forces
you to understand and reflect on what kind of act this
represents. In addition, when placing a symbol below a
sketch you are forced to make a decision not only of
The comparative timeline was applied primarily in X2
and occasionally in X3 to keep track and create an
overview of the letters. Attaching a letter symbol on a
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precise timeline makes it easier to see the flow of the
collaboration. Keywords above the letters assisted in
remembering and noticing the most important content
like points of reference with the sketches. Furthermore,
colour codes differentiated between sender and receiver,
and symbols representing enclosures, phone calls and
meetings helped indicate missing material among other
things. In X2, the map from X1 and the timeline were
constantly compared, which was a step forward in an
improved mapping of the process.
THE COMBINATION OF METHODS AND TOOLS
The second dynamic research sketch below (figure 5)
elaborates on the relationship between the presented
methods and tools (represented by numbers) and
indicates how they assist the knowledge production in
the broader aim of the program.
Each experiment was based on several tools and
methods. They were connected because they were all
shaped around the material. When a new tool was
developed, guided by new questions or aims, it was
constantly reflected in the previous one, hence the
arrows pointing back. New tools were employed to
correct the previous limitations or outcomes. The
process moved towards knowledge expansion by
constantly comparing, challenging and freely moving
between the different components (arrows pointing to
the middle), e.g. from a diagrammatic grid to the
detailed words within a historical letter, like a structure
that becomes stronger and stronger in an interchange
between making and thinking. In X1 a lot of energy was
put into the development of the tools and methods,
whereas in X3 they were simply refined. Furthermore, it
was not only the tools within one experiment that built
on top of each other; the process also expanded from
one experiment to the next. This is knowledge
expansion in its widest sense.
DISCUSSION
The present research, with its criss-crossing between
research into and through design, is unconventional. By
means of dynamic research sketches we have seen the
flow of knowledge production from the overall program
to the single experiments built on top of each other. It
became evident that the tension field between the
grounded and the philosophical approach drove the
program and that each experiment was initiated through
and ended back in the program. When taking a closer
look at the tools and how they were employed it is
obvious that the border between thinking and doing has
been eliminated, as these elements are more tangled
than shown in earlier dynamic research sketches (see
Markussen et al. 2012). Furthermore it was obvious that
the historical work not only forms the basis for an
experiment, but is also part of the experimental work.
The tools in the present research work differ from those
that are usually employed for an investigation of such
material. First one must understand that most of the
analysed materials are sketches that are in a stage
between numbers and image, not a finished image.
Second, when looking at the traditional methods for
investigating images, termed Visual Methods, they are
rarely visual by nature. Gillian Rose, among others,
explores the making of photographs as part of a research
project, but merely mentions diagrams, maps and
drawings (Rose 2007, 237). Hence visual tools and
methods such as the ones presented here should be
explored and further acknowledged.
Figure 5: Elaborating on dynamic research sketch with its legend
portraying historical and experimental work
The purpose is not to replace traditional methods but to
explain that the present method and tools can add to
those that already exist. Traditional methods, like the
good eye (often employed for the compositional
interpretation of painting within art history (Rose 2007,
57)), would be a way of approaching each sketch, as
well as a way to help the rewind mapping, but it would
not provide an overview or a detailed picture of the
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process. Symbol thinking resembles certain aspects of
content analysis, which in visual contexts is used to
explore large amounts of images, mostly in a
quantitative manner. Although the symbols become a
kind of coding system, their purpose, as we have seen,
is not to count how many times Marie Neurath rotated
within one sketch; rather they were—inspired by the
words of Archer—a way to shed light on, enact and
embody the process (Archer 1995, 11).
Many other visual methods stem from theory, for
instance semiology and discourse analysis, which are
established in theoretical frameworks that understand
the visual in particular ways (Rose 2007, 238).
Semiology would be relevant in the interpretation of
how the Isotype language works and creates meaning,
but it does not help in for instance discovering new links
between the sketches. For example, I responded to new
discoveries in the sketches by revising the mapping and
subsequently discovered indispensable aspects of the
transformation process. Furthermore, the visualisations
were a way of moving away from the symbols and the
visual style of Isotype in order to embody the process of
transformation.
The outcome, namely the maps, the symbols and the
diagrams, becomes a prototype for looking into the rest
of the archival material. The prototype then progresses
by moving back and forth between visualisation tools
and historical work in a series of experiments that build
on each other. Hence we are dealing with an epistemic
artefact that in a research context is used for enacting,
understanding, and reflecting on design historical
material. How the artefact advances through the
research becomes an illustration of how the program is
constantly challenged through the experiments.
Furthermore, when the artefact is based upon design
historical research, it becomes a path from the past to
the future. In the present case, the artefact was both an
analytical tool and a communication about the newly
gained knowledge about the past, as well as a basis for a
philosophy to guide the future.
This interdisciplinary approach therefore contributes to
the fields of design history, design research and design
practice. We have seen how design history can
contribute to an extension of the scope of RtD, both in
terms of the object of study, but also in the way design
history has informed the artefact. We have seen how the
process of creating an artefact based on design historical
material and methods can contribute with expanded
knowledge about the material and the visualisation of
statistical data.
Hopefully this paper will encourage more researchers to
believe in and describe their particular visualisation
methods and tools and also inspire more visual
communication designers or design historians to
conduct research into design history through design.
Finally this is a step on the way to widening the
conceptual foundation of RtD.
CONCLUSION
By incorporating tools and methods into dynamic
research sketches, the border between thinking and
doing is eliminated, and it becomes evident that design
historical and experimental work can easily blend
together. Consequently RtD is an approach which also
benefits the past by crisscrossing between design
historical and experimental work. Visualisation tools
and methods have shown patterns and relationships in
archival material, which would have been
incomprehensible without these supporting components.
Their particularities are inherent in the way their ongoing outcomes challenge and build on each other
through new experiments. Consequently the present
epistemic artefact is in a constant move towards
reviving the past, a past that becomes visually
communicated and relevant for the field of data
visualisation because of the designerly methods and
tools, thus tapping into a growing field of research.
Finally, acknowledging an age-old object of study
within RtD, the visual tools and methods presented here
are a step on the way to widening the conceptual
foundation of RtD and PbR.
ACKNOWLEDGMENTS
Many thanks to “Isotype Revisited”, Ida Engholm, Silje
Alberte Kamille Friis. Many thanks for funding to The
Ministry of Culture of Denmark and Danish Centre for
Design Research. And finally thanks to Helle Raheem
for her English corrections.
REFERENCES
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Biggs, Michael, and Daniela Buchler. 2008. “Eight
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Knutz. 2011. “Making Theory Come Alive
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Hansen, Flemming Tvede. 2009. “Epistemic Artefacts:
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Zimmerman, John, and Jodi Forlizzi. 2008. “The Role
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DESIGN FOR FUTURE USES:
PLURALISM, FETISHISM AND
IGNORANCE
(OR THE EPISTEMOLOGICAL AND CHRONOLOGICAL POLITICS OF DESIGNING FOR TYPE 1 DIABETES)
CRISTIANO STORNI
INTERACTION DESIGN CENTRE – UNIVERSITY
OF LIMERICK
CRISTIANO.STORNI@UL.IE
ABSTRACT
In this paper, I question the epistemological and
chronological politics of design. Concerned with
the role of technology and design in a democratic
society, I problematize the divisions between
expert and lay knowledge, and between design
(before) and use (after). I argue that designs that
assumes those divisions risk of colonizing the
future, and limiting the possibility of appreciating
different forms of knowledge that are not
available/voiced at design time. Drawing on a
series of Science and Technology Studies about the
interplay between knowledge and ignorance in our
society, I argue for an approach to design for future
uses that acknowledges our present ignorance and
lack of control, and that aims at procrastinating and
delegating design decisions until the actual future
time of use, To illustrate this approach, I report on
a design project concerned with chronic disease
self-management and aimed at developing and
evaluating a platform for the personalisation of
self-monitoring practices in type 1 diabetes.
INTRODUCTION
The idea of the professional designer is a modern one.
Inheritors of the Victorian spirit of progress, specialized
designers use scientific knowledge, their skills and
expertise; tools, specialized languages, and machines, to
devise efficient solutions for those, the users, who are
experiencing (or will experience) a ‘problem’.
Concerned with the hegemonic potential of this modern
approach to design and with the establishment of a more
democratic design process, participatory and
collaborative design emerged to challenge the assumed
asymmetry between professional designers and lay endusers with the motto: we should design together! (Ehn,
1989, Schuler and Namioka, 1993).
Two issues were raised that are particularly important
for this work. The first is that design is political because
its product has the potential to redistribute power and
authority in society. The second, which is a corollary of
the first, is that design is epistemic because it has the
potential to privilege certain forms of knowledge, and to
reaffirm the assumptions that are attached to them (for
instance, what count as relevant information).
‘Designing together’ was therefore concerned with reestablishing the asymmetry between designers and end
users as well as between their knowledge, values and
expertise. Over the years, these two topics have received
a great deal of attention in the fields of Human
Computer Interaction and Participatory Design. More
recently, a series of recent scholarships have started to
ask deeper questions about the meaning of democracy
and participation in design (DiSalvo, 2010, et al 2010;
Ehn, 2008; Björgvinsson et al 2012, 2010). Reflecting
these concerns, others further challenged the
asymmetries of knowledge and expertise between
professionals and lay people by opening up the design
through post-industrial technologies (like open-source
or personal fabrication) or social movements (such as
design activism, DiY and DiWO, participatory
innovation). In relation to these developments, some
have explicitly challenged the separation between
design and use, by proposing a series of intriguing
concepts such as: meta-design, design-after-design,
design-in-use1 (Fisher et al, 2004; Redstrom, 2008; Ehn,
1
With a less prominent focus on power, this strand of work also
reflect early studies in the social shaping of technology (MacKenzie
and Wajcman;1985) and appropriation studies (Eglash et al 2004).
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2008). In this work, I focus on the political and
epistemic dimensions of design, and I try to bring two
contributions to those concerned with the role of design
and technology in the making of a democratic society.
The first concerns my focus on the chronological
asymmetry between design as future-making, and actual
future uses. In particular, I discuss the separation
between what is known, and assumed to be relevant at
design time (which is therefore incorporated in the
design itself), and what can be learned, and become
relevant, at the actual time of use.
Indeed, design, from traditionally professional to more
participatory, is often seen as future-making. Like
prophets those involved in design predict, prescribe, and
script how certain situations will/should/might be
handled by future end-users. In this perspective, the
design-time represents the ‘present’ that designers are
concerned with (as in ‘we design the future NOW’); and
‘use’ represents the ‘future’ to be aiming at. In these
terms, one might define design as a set of practices
aimed at realising a certain desirable future, by the use
of the resources and the knowledge available in the
present. This sounds rather natural: we take the best
knowledge available today, and the most representative
experts (being those professionals or potential endusers, specialists or laypeople), and we try to design the
best possible future, perhaps together.
I argue that, as the settings for which design is required
grow in complexity (meaning that available knowledge
and control are limited), the epistemic separation
between the time of design and the time of use
increases. Therefore, design as future-making becomes
an increasingly problematic, and perhaps even
dangerous, idea. Indeed, when use will occur in the
future, what was fixed in a design (especially the
epistemological assumptions about what knowledge is
relevant or what counts as information) cannot but
ignore what has become available as we moved from
the past (when design occurred) to the present (for
example new knowledge, new stakeholders, new
information or issues). The problem is however not so
much that what is available to inform the design today
has the potential to fall short addressing tomorrow’s
contexts of use. This is an old argument that has been
discussed extensively in different ambits2. The problem,
I argue, has to do with the political and epistemological
dimension of this separation. I want to discuss that
knowledge and categories fixed in a design and
circulated through scripts3 can act as colonising forces4
that, by affording certain behaviour, actually limit the
possibility to appreciate what was not known at the time
2
Early concerns were raise in CSCW (Robinson, 1993), in PD
(Henderson and Kyng, 1991) and HCI (McLean et al. 1990), just to
mention some foundational works in this area.
3
See Akrich, 1992 for the popular notion of scripts in the description
of technical objects; see also Storni, 2009 for its use in design studies.
4
Link with post-colonial and feminist studies is clear here. While
these approaches are concerned with issues of power and domination
of one social group over the other (in different geographical areas, or
different social ambits), I here focus on the chronilogical dominance
of todays presumed knowledge over what is not known (yet).
of design but became relevant at the time of use. As
colonies, those conquered by a design will be likely to
loose their language and perspective, and to be imposed
a certain worldview. And this brings us to the second
contribution of this work.
This concerns the specific application areas in which the
chronological and epistemic asymmetry is challenged
by opening up the design to future users. This work
reports on a design project aimed at developing supports
for self-care in chronic diseases, and raises issues about
the epistemic and colonizing asymmetry between
medical professionals and affected individuals. In
particular, this paper reports on the development and
evaluation of an open-ended platform supporting the
personalisation of self-monitoring practices in diabetes.
The next pages are structured as follows. First, I reframe the traditional separation between experts
(designers) and laypeople (users). I do this in light of
recent literature in STS that has addressed this division
by re-working the notion of democracy and
participation in science and technology. I argue that this
literature can bring important contributions to those
concerned with the political and epistemic dimension of
design. I then move to a discussion of the separation
between design and use, and I warn against the
potentially colonising role of the present (design) over
the future (use). Here I draw on a series of STS
concerned with the production of knowledge in our
society with a peculiar focus on ‘ignorance’. Based on
this discussion, I develop a pragmatist view of
ignorance in design, and I discuss the paradox and
potential danger of design as future-making which
seems to overvalue what is known at design time to the
detriment of what is ignored. What follows is then the
illustrative description of the mentioned case study and
its discussion. Mindful of the peculiarity of the case
study, specificities and limit of the analysis will be
highlighted in the conclusions.
PLURALISM: RE-THINKING THE MODERNIST
SEPARATION BETWEEN EXPERTS AND LAYPEOPLE
There is an interesting parallel between recent
developments in the agenda of the participatory and
collaborative design research, and works in the STS,
especially those of Actor-network theorists Bruno
Latour and Michel Callon. The notion of democracy and
participation is key in both discourses. Latour is
concerned with describing our society by disassembling it, but he seems to be equally concerned
with reassembling the social (Latour, 2005a; 2008),
which sounds quite clearly a design endeavour. Even if
not explicitly framed as such5, Latour provides an
articulated view that evokes the need to establish a
Parliament of Things (Latour, 2004) and a dinkpolitik
(Latour, 2005b) based on making things public and the
possibility to disagree, and concerned with the coexistence of differences (humans and/or non-humans,
5
An exception in this sense is represented by the initiative Mapping
Controversies and its explicit focus on the use of design (graphic dand
information design) to render social controversies (Venturini, 2010).
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their perspectives, ways of being and knowing, politics,
associations with others) in a commonly built world.
Owing much to these works reworking pluralism,
Callon et al (2009) similarly argue for rethinking some
of the assumptions of the modernist tradition of
representative democracy, based on a form of
consensual delegation that establishes a separation
between the delegated expert and the delegating
layperson. According to Callon et al this separation is
not longer adequate to deal with today’s complexity as:
“it bears the stamp of an asymmetry... The former,
assuming that they are faced with an ignorant or even
obtuse public, take the mission of enlightening and
instructing the latter” (Callon et al. 2009, pg. 33).
Rather, Callon et al argue that today:
“we should accept the fact that the knowledge of
specialists is not the only knowledge possible [...] we
should recognize the richness and relevance of
knowledge developed by laypersons” (ibid. pg.11).
Similarly to Latour’s parliament of Things6, Callon puts
forward the idea of hybrid forums. These are loci for
debates that are aimed at generating social learning
where the knowledge of the expert (based on formal
experimentum) and that of the concerned laypeople
(based on experentia) do not mutually exclude one
another. Instead of former being used as a default while
the latter is silenced, rather, they confront and enrich
each other. They add:
‘the procedure to be devised to organize this
collective learning, all of which are directed toward
the constitution of a common world, must allow for
the simultaneous management of both the process of
the fabrication of identities and the process of the
fabrication and incorporation of knowledge’.
Here the proposed model of democracy does not assume
any consensual delegation and says very little about
whether consensus is the actual goal. Quite the opposite,
the reach of a consensus is seen sceptically because, as
Jasanoff noted:
‘Agreement is often reached to the detriment of
opponents or the recalcitrant who have been unable to
express themselves or who have been silenced or
ignored. And then agreement reached at a given
moment may very well no longer be valid a bit later
when the circumstances have changed. Agreement is
only rarely desirable!’ (cited in Callon et al. 2009).
The notion of democracy that emerges from these
studies (Latour’s call for the possibility to disagree,
Callon’s forums confronting different forms of
knowledge, and Jasanoff’s de-emphasis on agreement),
resonates with the concept of antagonist pluralism
proposed by DiSalvo in relation to the work of political
scientist Mouffle. In her words, antagonist pluralism:
6
Latour’s discourse is more complex and it articulate a model of
pluralism that explicitly consider and problematizes non-human
agency which is not a central focus in this paper. A work discussing
Latour model of democracy in design is under preparation.
‘creates a space in which this confrontation is kept
open, power relations are always being put into
question and no victory can be final. … such an
‘agonistic’ democracy requires accepting that conflict
and division are inherent to politics and that there is
no place where reconciliation could be definitively
achieved... (in DiSalvo, 2010)
These models, but more explicitly Callon’s, do not
acknowledge any apriori asymmetry between the
knowledge and expertise of the expert and that of the
layperson, and challenge the very idea of representation
in our democracy. Rather, it describes a dialogical
democracy that offers the possibility to contest because
it is open to new emerging identities and to the
incorporation of new forms of knowledge. To some
extent, this dialog and openness reflect what
participatory and collaborative design practices have
explored and developed over the years. In these terms,
the two Actor Network theorists would suggest that the
introduction of participatory and collaborative design
methods (from future workshops to design games, from
iterative prototyping to participatory assessment) and
collaborative technological platforms (supporting global
collaboration, crowd-sourcing, and so on) can be seen as
ways to fabricate proactive identities of the
participants7. In addition they can be seen to be an
attempt to incorporate their knowledge, skills and
perspectives in the design process thus achieving a
certain level of social learning and democracy in the
design process. This brings us to the second separation
that we need to challenge, and that asks us to move our
focus from the constituents of the design process
(designer and users) to a larger setting examining the
interplay between design and use itself.
FETISHISM IN DESIGN: RE-THINKING THE
MODERNIST SEPARATION BETWEEN DESIGN
(BEFORE) AND USE (AFTER).
As said, this idea is a modern one: designers
collaboratively and materially envision and build the
future at the present time, which in turn works to bring
about a future. Unfortunately, no matter how ‘prophetic’
a design has been, the future that is brought about will
inevitably be different from the one envisioned to
inform ‘its’ design. To re-phrase a popular expression in
the PD community: today’s transcendence can never
really be tomorrow’s tradition. For instance, the
prototype developed to explore a certain future, changes
the very present within which requirements were
identified to envision and develop a specific design. As
the prototype is introduced for testing, the conditions
upon which it was built (a certain user, her expectations
and intentions, the context of use) slip away. The same
thing can be said about end-users participating in a
design process who - most of the time - are different
from the actual future users, or - at least - from what
they will become. Uses at design-time can obviously be
only imagined, simulated, discussed, and represented,
7
See also Callon on the role of hybrid collectives in PD, 2004
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but say very little about actual future uses. What I am
suggesting here is that design as future-making is surely
an evocative metaphor but it should not be taken too
seriously: end-users are not the condition of a
collaborative design process, they are its results. In
these terms, talking about end-users participating in the
design process involves a certain level of fetishism.
Future-users (as well as prototypes) are made-up entities
that are mobilized in the design process: users before
the actual use, prototyped uses before the real thing to
be used. The issue here is that these participants (being
those humans or non-humans) are not neutral, as they
bring their attached perspectives, values and expertise.
Therefore, in separating design (before) and use (after),
we unavoidably tend to privilege present actors whose
values, perspectives and expertise get incorporated in a
design to the detriment of the ignored and future ones.
Through such fetishism and combined with an uncritical
emphasis on expert knowledge, these designs have an
increased potential to act as colonizing forces for the
real users to come. Let me be clear here. This
problematic paradox of design (be it collaborative or
not) is partly inevitable. We all need a bit of fetishism;
just, we do not need to take it too seriously. Indeed, I
suggest that acknowledging the fetishist nature of the
future enacted at design-time, might be beneficial in
order both to recognise the value of our present
ignorance, and to re-think the epistemic and
chronological separation between design and use. How
to address the dangers of a design that acts as a form of
colonization of the future then? I want to suggest that a
more democratic approach to (collaborative) futuremaking, that appreciates pluralism and debate, should
be based not only on the move of abandoning our
separation between professional designers and lay users
(as discussed in 2.1), but also by abandoning the
division between design (before) and use (after),
acknowledging that our ignorance and openness to
future surprises is often more important than what we
know and want to fix irreversibly through design.
Recent STS studies about ignorance offer interesting
reflections on this matter.
A PRAGMATIST VIEW OF IGNORANCE
Studies of ignorance (Gross, 2010, 2007; Gross and
Krohn, 2005; McGoey, 2007, 2009) are becoming more
prominent in Science Studies after realizing that our
knowledge society is becoming a risk society (Beck,
1996). Recent STS studies expose this notion to analysis
and show how this idea of a risk society assumes and
consolidates expertise and knowledge (and so power) in
the hands of few (Callon et al. 2009; Gross, 2010). In
these works, modernist and hegemonic visions of risk
assessment and predictive models (that use the expert
knowledge available today to make decisions about
tomorrow), are opposed to a more modest precautionary
principle arguing for a better safe than sorry attitude
toward decision making in the face of uncertainties
(Callon et al. 2009, Jasanoff, 2007, Myers and
Raffensperger 2005; Whiteside 2006). To frame this
position within our concern with design, let me rephrase the same statement that Callon used to discuss
the asymmetry between experts and laypeople. Adapted
to our concerns with the epistemological and chronological separation between design and use, his statement
would sound something like this:
‘to start with we should accept the fact that the
knowledge available at design time is not the only
knowledge possible (relevant)… we should recognize
the limit of our current knowledge and the richness
and relevance of knowledge developed (e.g. by actual
future users) after design’.
Rather than assuming the knowledge available at design
time as the standard (being the knowledge of the
professional designers or the one sparking from their
collaboration with various lay stakeholders), it becomes
equally important to make room for the future
appreciation/incorporation of unpredicted and
unpredictable novelties. This consists of the
acknowledgement of previously ignored (and
potentially surprising) issues, actors, perspectives,
information, knowledge, limits, and so on. In some
cases, reducing a design issue to resources/perspectives
available at design-time, comes with the risk of
irreversibly limiting and hindering the very existence of
other actors, or the possibility of different perspectives
and forms of knowing (potentially disagreeing with the
imposed past). The mentioned studies of ignorance
suggest that indeed, fixing today’s categories for
tomorrow come with the risk of transforming our
present ignorance (as the opportunity to know –
questions are unanswered and need to be formed) into
non-knowledge (as the impossibility to access –
questions are simply unasked and cannot be formed any
more)8. In analogous terms, acknowledging ignorance at
the time of design makes room to uses that still need to
be formed, while non-knowledge restricts the possibility
of unforeseen uses.
I argue that in design as future-making we run the risk
that certain uses and the needs behind them are
ignored/unaddressed and get irreversibly lost in the rush
of fixing today’s best categories. Studies exist which try
to explore the possibilities for acting in the face of our
ignorance, and the impossibility of predicting the future.
In this ambit, the idea of experiment is of key
importance as a way of linking ignorance and the
incorporation of new knowledge, and to learn from and
cope with the unexpected (Gross, 2010). Future-making
is an activity in the face of uncertainties and, I argue,
using a precautionary principle to acknowledge our
ignorance can help to minimize the current fetishizing
attitude of modern design practices. I suggest that such a
principle can help to re-think design as future-making,
become more open to different views, and procrastinate
design-fixes to the ‘time’ they should belong to: the
future present of use.
In the next section, I discuss a design process that is
illustrative of the issues I have raised so far. The project
8
See Krohn (2007) for this key distinction.
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was aimed at empowering individuals with type 1
diabetes by enabling them to constantly adjust and adapt
their self-monitoring practices in the face of the
unexpected, the unclear, the unknown (Storni, 2013a,
2013b). I discuss part of the project and what was
developed. In particular, I focus on the evaluation of our
design, which shows promising results in re-working the
separation between design and future uses and that
draws on the proposed pragmatic view of ignorance,
and the precautionary principle that derives from it.
DESIGN FOR FUTURE USES: ENABLING THE
PERSONALIZATION OF SELF-MONITORING
PRACTICES IN TYPE 1 DIABETES
When looking at type 1 diabetes self-care practices, a
series of key challenges for the design of tools
supporting everyday self-management become
immediately evident (Storni, 2013a). Diabetes is
extremely complex, and becomes part of almost every
aspect of one’s life in a way that makes it inseparable
from it. Type 1 diabetes self-care practices require a
series of everyday compromises and delicate balances
between different aspects of one’s life. This ubiquitous
nature of diabetes is clear when individuals were asked
about their first diagnosis (names are fictional):
Geraldine: everything changed. Because you have to
think about your blood sugars all the time no matter
what you do, you go out for a walk you go into town,
you play football with the kids, you go for a snack, you
go for coffee with somebody… blood sugar is involved
in everything you do…
Julie: Because it’s constantly in your mind, for
example if you go shopping: I don’t see the food […] I
only saw carbohydrates 30 grams, 40 grams 3 units of
insulin, 4 units of insulin… you just start to think in a
complete different way […]…so it’s a constant
thought about what’s going on.
As one can see, chronic self-management is extremely
demanding and characterized by a series of difficulties,
practicalities and intricacies; these are difficult to
account for and to foresee and, consequently, to design
for. The knowledge that is available to the experts
(biomedical and clinical knowledge) has brought huge
benefits, but unfortunately falls short in addressing the
infinite numbers of mundane difficulties of living with a
chronic disease on a daily basis. In spite of the
enormous advancements of modern medicine, in
diabetes things that worked yesterday might not work
today; things that work in the hospital might not work in
a domestic environment; and things that work for the
patient might not work for the doctor, and vice-versa.
Louise: even if we did the very same things every day
and ate the very same things and the very same time
every day it still wouldn’t be the same every day
because you have things like stress, illness, exercise
[…] and then hormones just play into it and you can’t
measure those.
These extracts are interesting in many ways. First, they
depict the heterogeneity of elements that are associated
with diabetes self-care, and so show its complexity and
entanglement with everyday life. Secondly, they offer
an insight into how the everyday experience of the
disease is populated by uncertainties, ignorance and
surprises. These, according to some of the reviewed
literature on ignorance, are not necessarily problems but
could represent occasions for the development of new
knowledge that might be useful to deal with such
complexity. The reported extracts also give a hint of the
regimental attitude that diabetics are often expected to
adopt, according to the medical perspective that is
traditionally concerned with the universalities of a
disease and not with the idiosyncrasies of those affected
by it. Indeed, the clinical perspective and knowledge that plays a key role in informing the behaviour of
affected individuals as well as the design of their
equipment - is normative in nature. It derives this status
from a set of assumptions (such as the objective and
quantitative nature of knowledge, the notion of
compliance, the separation between the medical and the
non-medical issues, and so on9) that tends to treat
deviations (such as non-compliant behaviors, the use of
different types of information/set of values in selfmanagement, and so on) as violations to be limited (by
design). Design and technology can play a key role in
this (for instance through the design of persuasive
technology, prescriptive protocols, monitoring systems,
and so on). This idea of an expert control over a rather
passive subject clearly resonates with the discussed
attitude of the professional designer over the end-user,
and with the epistemic asymmetries that Callon finds
inadequate to deal with complexity and uncertainties.
As mentioned, biomedical and clinical knowledge is not
concerned with the everyday experience of living with
the disease and - in a sense – it makes it difficult to give
room to the perspectives of the patient, her practical
concerns, and mundane problems. Formatted as they are
within a reductionist discourse of medical language,
practices and technologies that assume a certain
perspective, many individuals find it difficult to
integrate and ground the medical knowledge in the
context of their ups and downs, their subjective
experience of the disease, and the situated nature of
their problems. Chronic care in clinically uncontrolled
settings is indeed uncertain. Much is unknown,
unpredictable and out of control, not to mention the fact
that each diabetic lives with a uniquely individual set of
difficulties. With the exception of a series of established
medical categories (such as glucose levels, insulin
units), they all learn to pay attention to and deal with a
large series of different, practical, and mundane things.
In chronic self-care the medical, the para-medical and
the mundane cannot be separated, and to reduce this
complexity to a series of medical universalities is not
enough. It not only belittles the key idiosyncrasies of
affected individuals, but also hinders the appreciation of
their different perspectives and the lay expertise that
they (might) develop as they learn to take care of
9
See Storni and Bannon 2011 for a critical discussion of these notions
toward patient centric infrastructures.
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themselves (Storni, 2013a). Indeed, many of the
participants complained about their doctors’ reductionist
obsession with numbers: …some doctors would make
judgement on one reading only, or, …she only
wants to see the numbers. The following extract
about an individual with diabetes keeping two separate
journals - one for her doctor and one for herself - shed
some light on the potential conflicts that can emerge
between the normative nature of the clinical perspective,
and the assumed asymmetry with the lay perspective of
patients:
Gabriela: I type those [extra information] out for my
doctor because if I handed that to her she would be
like, what is this?? So she has a format where I just
put in the numbers, I just put in the readings and the
units. That’s all! She doesn’t want to know anything
else. […]
During investigations preceding the development of our
platform, this friction between the two perspectives and
related forms of knowledge was particularly recurrent:
- Paula: ‘it is hard to find a specialist who
acknowledges that the patient knows just as
much, here it is always the opinion: “ok I am the
doctor you are the stupid patient, you do what I
tell you…” but that’s not right! […] They think
you are stupid, they don’t realize that you think
about what you are doing because they don’t live
with it, they don’t see the numbers they just read
it on paper, they go home at night and eat their
dinner and don’t think about carbohydrates...’
Being open to the concerns of the individuals extending
(if not contesting) the clinical perspective became a key
design concern for us. At the same time, being able to
prefigure what diabetics should be concerned with (the
‘extra information’ our participant is concerned with) is
an impossible design task. How to support everyday
diabetes self-care with an appreciation of the limit of
available biomedical and clinical knowledge but also be
mindful of the impossibility of predicting what each of
the potential ‘users’ will be concerned with? Our
proposal became one of extending a traditional and
exclusive focus on what we know today (and on the
solutions that can be drawn from that) to incorporate the
view that what we do not yet know should be equally
important. The idea was to introduce – back to the
discussed dialogic democracy and the idea of a
precautionary principle – the possibility of disagreeing
with or extending a design. New evidence which
emerges during use could be incorporated into the
design, thus potentially turning today’s ignorance (on
the effect of certain self-management practices) into
future new useful knowledge.
Diabetes self-care represents a good case here, as we
cannot really know in advance what a ‘user’ would
need. Yes, of course, you incorporate the best
knowledge available today in the design of any support
for diabetes self-management. At the same time though,
you might need to be cautious enough to acknowledge
that diabetics struggle, cope with uncertainties, surprises
and the unknown, but they also learn, reflect,
experiment, tinker and try new things. Often they learn
new facts that need to be incorporated in the design –
after the actual design. With this in mind, we envisioned
an open-ended journaling system that would enable
users to personalize their self-monitoring practices.
The bottom-up personalization of self-monitoring
practices was achieved through the creation of unique
categories of lay data (called ‘tags’). Tags fit the patient
perspective and enable the exploration and the reflection
on one’s own self-care practices, thus potentially
generating evidence about certain events or knowledge
about the effects of certain actions. The idea is to enable
the individuals with diabetes to create ‘tags’ and to start
tracking any particular event that concerns them as well
as to attach all sort of multimedia information to more
traditional data about glucose levels and insulin intakes.
The attached information can be pictures, notes (audio
and written) or, indeed, patient-generated tags.
Tags can be countable or not and so, for instance, an
activity in the gym can be tracked in terms of minutes of
training or - if further equipped with other devices - in
terms of burned calories; beers can be tracked in terms
of glasses or pints, breakfast in terms of cups of cereals
or consumed carbs, and so on). As a new tag is defined,
a new button is added in the glucose-tracking page of
the journal. This can be used independently or in
relation glucose readings10. The log function allows
reviewing (in both textual and graphical way) glucose
readings along with lay-generated tags thus supporting
further possibilities to compares things, look for
patterns, reflect and perhaps start tinkering and
experimenting with certain aspects of everyday life.
EVALUATION OF THE TIY PLATFORM’S USE
Tests principally aimed at assessing the general
appreciation of the bottom up generation of Tags, and
their actual use in everyday life. Tests were also used as
conversation points to further investigate issues in selfmanagement. In this sense, evaluation did not follow the
logic of clinical trials in complex interventions but
followed the logic of constructing a modest but highly
detailed case study with a series of participants with
type 1 diabetes and, when possible, their formal and
11
informal care-givers . Two rounds of tests were run for
the TiY. The first evaluation trial involved 4 diabetics
type 1 and lasted for 2 months (these 4 participants were
member of a support group where initial contact and
observation were made, see Storni, 2013a and b), and
was complemented with home visits and phone calls.
Patients were equipped with an Iphone with a developer
10
Ideally tags could be linked with a series of networked devices that
automatically feed in data regarding specific activities (cooking,
running, and so on) without relying on manual entry.
11
In this sense, the selection of subjects did not follow a randomized
assignment although was somehow guided by a series of principles
such as: the user must have a form of diabetes requiring journaling
and monitoring (therefore the focus on type 1); the user must a certain
level of familiarity with the use of mobile phone; the user fall within
the most common bracket for smart-phone owners of 18-50.
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copy of our prototype installed. The first test was made
on an early version of the TiY which did not feature
graphical visualization of the data. The second test
lasted for 6 weeks and involved three diabetics
(different from the ones participating the first series of
tests) who were equipped with a new version including
data visualization of the data log. During the first
evaluation tests, users were also asked to keep a diary
12
that was included with the iPhone . During the series of
evaluations all participants created a wide range of
different tags reflecting their concerns (also emerging
ones): meal tags to highlight pre- and post-meal glucose
readings or the different type of meal (e.g. ‘porridge
breakfast’ or ‘muffin breakfast’); tags to track sports and
other physical activities (‘gym’, ‘walking’, ‘jogging’,
‘running’, ‘swimming’, etc); diet tags to track intake of,
for instance, ‘carb(ohydrate)s’, ‘fats’, ‘fibers’, ‘snacks’,
specific food or drinks (such as specific type of cereals,
cheese or beer) or new types of food ordered in
restaurant (such as ‘sushi’ or ‘pizza’); tags for medical
tests such as ‘HbA1c’, ‘Ketones’, and ‘CBC’; tags for
medications, individual symptoms or ‘sick’ days; tags
for different types of insulin (‘Bolus’, ‘rapid’, etc.) tags
for daily activities (such as ‘driving’ or ‘travelling’),
and more. On average, almost 40 different tags were
created during the tests ranging from only two general
tags for one patient (‘food’ and ‘exercise’ as noncountable tags usually complemented with written
notes) to 14 tags for another patient (ranging from
specific activities, type of food or drinks, symptoms
such as feeling low, and medications usually created as
countable in lay units (such as bottles of beer) or units
from the provided metric systems (such as minutes for
cycling, or grams for carbohydrates)) and rarely
accompanied by a note. Some tags were particularly
recurrent and used more often among our participants
(such as Breakfast, Lunch, Snack, running or jogging).
We also noted that some tags were created but then
never actually used while journaling. In a couple of case
we also noticed participants tunes previously created
tags to better fit emerging concerns at use time (as in the
case of a tag earlier named ‘pizza’ and then modified as
‘eating out’ often complemented with a picture of the
dish in question, or the case of one tag ‘lunch’ then
evolved into two tags ‘light lunch’ and simply ‘lunch’).
Interestingly one participant started to create a
collection of pictures of nutritional information in food
labels to mind and better remember that type of
information. We were happy to learn that these labels’
pictures were also used to later support her shopping at
a supermarket (e.g. to check different nutritional value
of a new brand of cereals). One of the early user’s
suggestions about tag’s creation referred to the fact that
meal’s tags (and possibly also exercise ones) are so
basic in diabetes self-management (at least type 1 which
was at focus) that some users would expect them to be
12
Inform consents were collected under the guidance of the local ethic
committee in all the three series of tests, and patient data were stored
and managed according to the guidelines of the local data protection
authority.
already pre-designed in the journaling system. Even if
this point was understandable, it was also true that
people used different strategies in creating meal tags.
For instance, one participant found it useful to
distinguish between different ‘types’ of breakfast, one
based on porridge and another based on muffin. This
pattern was recurrent in main meals tags which ranged
from generic ‘Lunch’ and ‘dinner’ to more specific
‘light lunch’, ‘pasta’ or ‘pizza’ or ‘sushi’. Another
interesting case concerns tags created to flag pre and
post meal glucose readings whose function was not to
solely track what was eaten, but to flag all pre- and postmeal readings attached to a particular food.
COMMENT
Our evaluation of the TiY platform is promising in
many senses. It first shows that users are happy to
engage in the development and definition of Tags that
acquire the form of new design features. Some of the
generated tags shared common concerns, while some
others displayed unique ones. What is also key to notice
is that participants engaged not only in tag creating but
also and more interestingly in their ongoing evolution
(adaptation, specification, simple deletion). In relation
to the specific application field of self-care, especially
in chronic disease, our evaluation further suggested how
individuals with diabetics find it useful to extend
medical records with lay categories and develop
different types of knowledge and expertise to better
ground medical knowledge in their everyday life
(Storni, 2013a). We found that these activities are aimed
at generating meaning, understanding and more specific
questions about what is relevant in a certain situation (at
least generating new hypothesis about the effect of
certain actions in self-management). We only have a
hint on this key aspect that is represented by a user
creating a tag ‘temperature’ with reference to weather
conditions. The participant in question is a runner and in
monitoring her runs more closely she realized that when
is cold and dry then she seems to need more insulin. It is
difficult to say if she discovers a relationship between
temperature and insulin absorption. We are happy
enough to say that from an pragmatic point of view this
might offer the possibility to improved one’s control
over sugar levels during sport activities, even if the
doctor would not show the same interest on this issue.
On the one hand though, our idea was also to improve
the collaborations with the medical staff by providing a
tool for the creation of bottom up evidence to fine tune
care practices. For us, tag creation could have been a
collaborative endeavour where the different
perspectives can enrich rather than exclude one another.
Indeed, this was also suggested by one participant who
mentioned how the TiY could support an improved and
rebalanced discussion with the doctor. The motivation
was that the TiY might provides contextualized and
potentially key talking points that one would not be
possible to discuss otherwise.
Paula: It might be nice…just to see if I show that
graph to my doctor and she says try to make that
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adjustment and I do it and it’s still not working, then I
can track more closely, add a comment to the actual
graph and use it to discuss it with her and maybe try a
new thing.
Doctors (3 specialists and 1 general practitioner)
expressed a certain appreciation for the idea (especially
in relation with the easy way to recall readouts and
related information); they however were concerned with
data fabrication, a concerning aspect that they all seem
to be familiar with.
DISCUSSION
I have started this paper by questioning a series of
modern separations in design, and I have raised issues
over the political and epistemic characters of design. In
particular, I exposed to analysis the chronological and
epistemic separation between design and use, and I
discussed the tension between what is known and
assumed to be relevant at design time, and what can be
learned and become relevant at the time of use. With
this focus, I have first re-discussed the traditional
asymmetry between experts and laypeople in light of
recent discourses around democracy in techno-science
(Latour, 2005, 2008; Callon et al. 2009) and in design
(DiSalvo, 2010, 2012). Then, I have discussed the
separation between design-before and use-after. I
argued that the idea of design as future making might
come with the risk of colonizing the actual future. To
fill the gap between their present and the future they
design for, future makers incorporate and fix today’s
best knowledge and other fetishized entities into their
design scripts. However, as fixed scripts reach the actual
future context of use, they might prevent, limit, and
hinder the possibility of appreciating and producing new
perspectives, and incorporating them into the design. In
recent STS concerned with knowledge production in our
increasingly complex society (also concerned with
democracy), we can find an interesting distinction
between ignorance and not-knowledge. I argue that this
distinction is relevant to rethink design for future uses.
In pragmatic terms, we discussed ignorance as an
opportunity to develop new lines of enquiry and
experiments with the potential of generating new
knowledge and expertise. This is possible because in
acknowledging that present knowledge and control are
limited (precautionary principle), new questions,
languages, and perspectives can be explored at any time.
Non-knowledge is instead defined as the actual
impossibility of developing new forms of knowledge.
As an effect of the undisputed authority of dominant
perspectives and forms of knowledge, the generation of
new questions becomes increasingly difficult also
because future explorations of new angles (based on
new questions or different languages) can be seen as a
violation. In line with those who argue for new models
of dialogical democracy, who rework pluralism, and
who are critical of the emphasis on consensus and
agreement, I suggest a design for future uses that
rebalances its colonizing potential through two key
precautions. The first concerns the asymmetry between
expert and lay forms of knowledge, and it challenges the
assumed authority of the former by avoiding any strong
assumption about the respective relevance in future
uses. The second concerns the epistemological and
chronological asymmetry between design (before) and
use (after), and it challenges the colonizing power of the
former (uncritically packing available best knowledge
into design scripts) by rather appreciating our ignorance
(at the time of design) and the lack of control of over
future uses. Without these two precautions, design
becomes a dominating force imposing a language and a
worldview to those who are ‘conquered’ by it. To
support this argument and resonating traditional
critiques of the healthcare system13, I introduced and
discussed an illustrative case study in diabetes care.
This setting is indeed rather complex and characterized
by different forms of knowledge and a degree of
uncertainty. The case study concerns the design of a
journaling platform to support the personalization of
self-monitoring practices in T1 diabetes. In our
approach, we first of all realized that relying on the
medical expert view only (the biomedical and clinical
one) would reduce a complex issue like everyday
diabetes self-management to its universal medical
aspects, thus frustrating and failing to fully support the
experience of living with the disease on a daily basis.
As mentioned, we acknowledged that a normative
approach - naturally attached to the authoritative nature
of the medical perspective - would limit and constrain
the possibility of tinkering with one’s own treatment in
the attempt to gain knowledge and control of everyday
practicalities and difficulties.
In investigating everyday practicalities linked with
diabetes self-management, we further acknowledged
that it would be impossible to try to foresee all potential
requirements and incorporate them in our design. Thus,
we realized the need of enabling the possibility to
extend (on an ongoing and open-ended basis) the
capability of the journal system to better fit the
unpredictable and often-idiosyncratic aspects of chronic
self-management. The introduction of the tag editor
enabling the creation of personal and unique categories
of data, extending the clinical ones, represented for us a
way to give value to the language, knowledge and
14
perspective of the patient . Tags become means to
13
This argument clearly resonates with an established tradition of
critical studies of healthcare that build on the notion of power and
dominance (for instance Foucault Biopower, or Illich’s Medical
nemesis; see Storni, 2013a for a discussion of some of these works as
key for the development of the self-care movement in the 70s).
14
After the fact, the author came to know a similar project in a rather
different context but with an even more prominent anti-colonizing
design. This project concern the TAMI (Verran, Christie, AnbinsKing, van Weeren, & Yunupingu, 2007), a custom-made database, for
use by the Yolηu Aboriginal Australians, who does not recognize the
(Western) ontological division between nature and culture. TAMI’s
design aims to support the worldview of the Yolηu and not assume the
normative Western division. Its designers did not use any pre-set
categories for - or relationships between – entities; instead, they
enabled users to construct a classification system according to their
perspective and understanding of relations at use time. TAMI utilizes
a flexible tagging mechanism, which facilitates the creation of
personalized data and metadata for each item in the database. The
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57
express one’s own concerns in one’s own terms at any
time (potentially destabilizing the power wielded by
design time) . For us, tags also represented a way to
appreciate that our ignorance and the lack of control
with regards to future needs might be even more
important than what we know (e.g. from doctors). Our
idea of a bottom-up creation of ‘tags’ can be seen as a
way to procrastinate and delegate to future users some
key design decisions about what is becoming relevant in
use and needs to be incorporated in the design. For
instance, one of our interviewees (considered an expert
who had perfect numbers for long time) developed
bulimia and suddenly had to start journaling many new
elements that were irrelevant before. Thanks to our
approach to open up the design, she was able to shape
the TiY to better fit this new unfortunate health status.
In this sense, our design reflects many of the mentioned
studies concerned with democracy and the role of
design and technology. Resonating with the idea of
dialogical democracy and feeding into the one of
antagonist pluralism, our design allows the fabrication
and incorporation of new knowledge as well as the
simultaneous fabrication of new identities. In our case,
new forms of patienthood where patients are not simply
seen as more or less compliant (with a medical
prescription or a fixed design) but rather as proactive
and inquisitive explorers tinkering with their body,
knowledge and technology (see Mol, 2008 for further
support of this argument). Likewise, our design also
offered, as noted by one of our interviewees, the
possibility to disagree (e.g. with a design or medical
advice that turned out to be incorrect or too narrow) so
that new concerns/questions can be voiced.
CONCLUSION
Mindful of the political and epistemological dimensions
of design, this paper builds a critique of the idea of
design as future-making, with its potential of acting as a
form of colonization of the future. I argued that this
approach is potentially dangerous, and fails to achieve a
truly democratic design process where the categories
and the limitations of the present are not imposed on the
future uncritically. Enabling the possibility of
disagreeing, exploring new views, expressing new
concerns and incorporating knowledge that was not
available at design time, became ways for us to achieve
what we might call a diachronic democracy (and a
related diachronic pluralism and participatory design).
This assumes pluralism and it is based on a
precautionary principle where the separation between
design and use is blurred because what we ignored at
design time is not irreversibly lost into non-knowledge.
Recent STS literature on ignorance highlights the
importance of experiments in-the-wild in asking new
questions and challenging authoritarian forms of
knowledge. These studies that re-work pluralism and
align with those concerned with democracy and
difference here is that the TiY display a more prominent emphasis on
experimenting, tinkering and possibly creating new knowledge and
not reaffirming an already existing (and exotic) lay world-view.
participation, insinuate the idea of everyday experience
as modest experiments with the potential to develop
15
new ways of knowing . Our lesson-learned - based on
the experience of the TiY – is that instead of developing
future scenarios with potential users at design-time
(design as future-making), we might need to develop
exploring/tinkering devices that enable the making of
design scenarios at use-time enabling the open-ended
16
and experimental exploration of unforeseen uses . Two
issues need to be clarified before to end though. First, I
should be stressed that the TiY displays several limits in
the way it is actually open to design in use. Many of the
aspects of the design are indeed rather closed and
irreversibly fixed (the navigation structure of the app, its
look’n’feel, the fact that the app only run in a iPhone,
and so on). In this sense, these design elements act as
colonizing forces imposed on the future user (for
instance it imposes the use of an iPhone). Secondly,
further research and attention is needed to understand
how the proposed approach could be extended to areas
different from chronic self-care. Certainly, the proposed
approach to design for future uses might open up to a
more democratic design when facing highly complex
settings characterized by different stakeholders and their
potentially conflicting agenda and forms of knowing.
The suggestion is to shift from a modern idea of design
as future making to a more modest design for future
uses, that appreciates not only plural viewpoints but also
our ignorance at the time of design. I showed how this
could be achieved by not relaying excessively on what
is known and available at the time of design (especially
authoritative forms of knowledge), and to procrastinate
and delegate some design decision to actual future
users. This shift in focus represents what I believe
should be called the epistemological and chronological
politics of design as it gives the ability to rebalance the
asymmetries in power among different forms of
knowledge, but also to overcome the problematic
distance between present design and future uses.
15
To conceptualize the difference between experimentation in the
laboratory and real-world experimentation, Wolfgang Krohn (2007)
suggests that both types should be compared to the nomothetic and
idiographic approaches to reality that were introduced by the
philosopher Wilhelm Windelband (1980). Windelband saw
nomothetic approaches to science as having the tendency to generalize
from many cases to derive law like statements (as for instance we can
see in the production of biomedical knowledge). Idiographic
approaches, in contrast, highlight unique elements of single cases (as
for instance we can see by acknowledging the unique idiosyncrasies of
individual patients). Krohn therefore argued that nomothetic and
ideographic approaches are both equally relevant for experimentation
outside the laboratory (Gross, 2010). This suggests an interesting
distinction between monothetic design (where the focus is on
participation at design time via fetishes to realize a design for all in
design studios) and idiographic design (where the focus is on enabling
a myriad of collaborative future-making at use time in-the-wild).
16
Candidate labels for this might be: Design for thinging as a larger
category of design for ignorance, controversial design, design for
exploring, design for debate (as in design noir (Ruby and Dunne,
2001)), design for ambiguity (a la Gaver (2003)),
design
for
users’
reflexivity,
or
use
as
situated
prototyping/future-making,
or
–
why
not
-‐
participatory
use.
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OOPS! MOMENTS: KINETIC MATERIAL
IN PARTICIPATORY WORKSHOPS
ROBB MITCHELL, AGNESE CAGLIO, JACOB BUUR
UNIVERSITY OF SOUTHERN DENMARK
ROBB@MCI.SDU.DK, AGNESE@SDU.DK, BUUR@MCI.SDU.DK
ABSTRACT
We wish to alert facilitators to the merits of
deploying kinetic resources within workshops.
Design materials and activities involving
unpredictable kinetic aspects such as balancing,
bouncing, rolling and falling can lead to surprises
that provoke a lively challenging of assumptions.
Based on video data from many innovation
workshops we show how materials with such
dynamic qualities seem particularly suited to
scaffold groups in exploring ‘if – then’ causalities.
Discussions concerning humour, aesthetics and
agency help articulate the qualities of engagement
offered by kinetic resources. Although our starting
point is experiments in participatory business
modelling, a kinetic oriented understanding of
material offers insights for developing participatory
and co-design activities more generally.
INTRODUCTION
Participatory Design (PD) practitioners utilise a wide
range of 2D and 3D physical materials in a wide variety
of different ways. Materials range from the figurative to
the abstract, including life size props such as cardboard
computers (Ehn & Kyng 1991), scale action figures such
as dolls (Foverskov & Binder 2011), custom made game
pieces (Brandt & Messeter 2004), bricolage (Agger
Eriksen 2012), and using bespoke construction kits from
other designers (Vaajakallio & Mattelmäki 2007).
An obvious, but overlooked property that all these
materials share is a certain inertia and formal stability the materials do not lend themselves very readily to
motion. By contrast, this paper aims to explore the value
of design materials with kinetic properties. Such dynamic
materials bring surprises when it behaves unexpectedly.
In these Oops! Moments, participants briskly attempt to
explain away unexpected or unwanted actions of the
material by improvising explanations that often give
lively insights into participants’ perspectives on
workshop topics.
To argue the benefits of kinetic materials and their use as
a route to Oops! Moments, we draw upon our research
program of experimenting with designing novel means of
facilitating discussions in the domain of business model
innovation. This emerges from Participatory Design's
long tradition of using tangible design materials to engage
non-designers in developing new products and systems.
With the move towards Participatory Innovation there is
an incentive to expand such participatory practices also to
business issues (Buur & Matthews 2008).
TERMINOLOGY AND STRUCTURE
To distinguish between the individual and collective
physical materials in workshops and how they are used,
we henceforth adopt the terminology from Sanders et al.
(2010). So by tools we mean the individual bits or
‘material components’ used in activities. Likewise by
toolkit we mean a collection of tools used together, and
by technique we mean the processes, procedures and
activities that describes how tools and toolkits are used.
Collectively we refer to our materials and activities as
“resources” as shorthand for encapsulating both the
artifacts themselves and the processes or guidelines
provided for their use to participants.
The paper is structured as follows: First we outline some
approaches to participatory business model innovation
and the limitations of some designerly attempts to deploy
static tools. Then we present five different kinds of
kinetic resources with brief details of the industrial
settings in which they were deployed. After reporting on
observed responses to these kinetic resources, and an
analysis of their qualities, we seek to explain their success
by referring to concepts in social psychology, innovation
and aesthetics.
TANGIBLE BUSINESS MODELING
Osterwalder’s process of business model innovation
banks on the participation of a range of stakeholders, and
his business model canvas has become immensely
popular in the business world (Osterwalder & Pigneur
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2009). There are other suggestions to engage a variety of
participants in developing business, such as mapping the
value flows between actors as coloured line graphs on
flipcharts (den Ouden & Valkenburg 2011); describing
business processes using acrylic flowchart symbols
(Lübbe 2011); or embodied exploring of stakeholder
relations using theatrical techniques (Ankenbrand 2011).
One of the most successful new practices has been the
collaborative design of ‘tangible business models’, which
allow participants without a business degree to
understand and innovate a company’s business through
the use of tangible materials like toy bricks, bric-a-brac
metal objects, foam pieces, even organic materials. Such
materials are particularly suited to support mapping
activities where participants together explore who are the
stakeholders in the business venture, and how do/can they
relate to one another in a value network (Buur et al.
2013). In business terminology this would be the key
resources and the customer segments of a business model.
However, as we shall see, there are many other aspects to
discuss when trying to innovate a business model.
Through interaction analysis of video recordings,
(Heinemann et al. 2009) we have shown how workshop
participants co-construct meaning when building tangible
maps of inter and intra organisational networks. What an
object communicates is a social construct that is
dependent upon the on going social actions and the social
order that needs to be established or maintained between
conversational partners. The objects work as reifications
of abstract understandings of the actors in a value
network; they work as physical metaphors.
LIMITATIONS OF STATIC MATERIALS
Heinemann et al. (FORTH) have also demonstrated that
participants in these network map-making workshops
typically identify one particular salient property of an
object (eg, a ‘heavy’ ball) and then use that property to
create a metaphor (‘pushes away obstacles’) about the
organization’s situation. Participants tend to use the
salient properties of objects in very similar manners,
namely to create metaphors with what we call ‘negative
associations’. In other words, the end result, independently of what object is being used and of what property
of that object is invoked, is the creation of a metaphor
that portrays an organization’s relations as fraught with
matters of power differences, competition, struggles.
Of the four purposes outlined by Sanders et al. (2010) for
Participatory Design techniques, we feel that the “static”
toolkits often do very well on the first three. Namely
probing company participants, priming participants to be
immersed in the topic, (although here in perhaps a more
abstract sense than in most PD), and achieving a better
understanding of their current perspective. For the fourth
purpose, ‘the generation of ideas or design concepts for
the future’ we find it more valuable to facilitate using
what we call kinetic resources.
KINETICS AND CAUSALITIES
We have become interested in the assumptions about
dynamic causalities built into every business model: if we
as a company do this, then the customers will do that –
buy our products and services. This is a crucial and
difficult discussion, which can be supported by the use of
design materials. Whereas expressing causalities in
language is easy and non consequential, expressing them
with kinetic materials provides an element of chance
backtalk. Like in ‘real’ design processes, this allows the
development of a ‘conversation’ with a design situation
(Schön 1992) that can help framing challenges and
discovering new opportunities for businesses.
We have seen that tangible materials can play a role here,
and not just as metaphoric representations to help
participants co-construct meaning. The underlying
question is how tangible materials actually allow people
in making sense of the business dynamics: In which ways
do objects help create shared meaning? How do they help
organise participatory practices? And how do they
facilitate the creation of new business concepts? This
paper presents an initial classification of what we have
called ‘kinetic materials’ for tangible business modeling.
KINETIC RESOURCES REVIEWED
Our study is based on video recordings of how groups of
professional participants interact with materials during
participatory business modeling activities. Our main data
is extracted from video documentation from seven
experimental workshop sessions with eight different
technology companies across five different projects. The
projects involved companies and other stakeholders, users
and customers, PD professionals, researchers and
graduate students working with themes as different as
indoor climate systems, sustainable energy generators,
and hearing aids. This is supplemented by observations
from activities with internal and external researchers,
PhD and graduate students in which our kinetic resources
were deployed. We have focused on those workshops
where the toolkits involved exhibited some form of
dynamic behaviour – where the material reacted to what
participants tried to achieve in expected or unexpected
ways.
Over the years we have experimented with toy train sets,
balls running through hamster tubes, coloured brick
towers, kitchenware with dynamic functions, pinball
contraptions and others (Buur & Mitchell 2011). In all
cases the challenge given to the participants was ‘Design
your future business using the material provided!’
Typically these 20-30 minute building activities gave rise
to intense conversations about the way the company in
focus presently makes money, and how this may change.
FIVE EXAMPLES OF KINETIC RESOURCES
The activities we have studied are very different in the
kinds of material employed and in the ways in which they
offer possibilities for assembly and use.
Toy brick towers: Stacked, wooden toy bricks represent a
very simple form of kinetics: When the stack gets too
unstable they may fall in unexpected fashion. Based on
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the concept of Silent Games (Harbraken & Gross 1987),
the Venture Tower Game was developed to encourage
small companies to discuss the challenges of establishing
a joint venture (Groskovs 2011). Four participants each
have a tower of coloured bricks representing their own
company, and are asked to build together a fifth tower,
joining their resources (Figure 1). The game is structured
in three phases: (1) Build a strong foundation, (2) ‘grow’
the tower without adding any more resources, and (3)
take back revenue (bricks) from the joint venture tower.
The game was employed in one session with four Danish
companies dealing with markets in Africa, and in another
session with four small technology consultancies.
Figure 1: Four companies build a representation of a possible
collaboration
Toy train set: Wooden railway sets for children lend
themselves to building tracks where toy locomotives
move along, branch out and circle back. In a project that
brought together a ventilation manufacturer with
suppliers and customers, we challenged the participants to
build a model of how they see their business if they were
able to coordinate efforts along the value chain. The toy
train set we use is a classic Scandinavian design (Figure 2
that contains not only tracks and locomotives but also
carriages for goods and passengers and pieces like
stations, a bridge, a tunnel, a shed and a level crossing.
Figure 3: A hamster wheel as destination for tube conveyed balls
Pinball models: Originally suggested by one of our
graduate student teams, a pinball model may represent
customers moving towards a purchase, or streams of
money. Marbles run down an inclined surface where
levers and obstacles direct or divert the marbles in
different directions (Figure 4). Depending on their path,
the marbles will end up in one or more ‘receptacles’ at the
bottom of the slope, representing for instance the
company and its competitors. Our first case of a pinball
model was built to show the business of a hearing aid
manufacturer (Mitchell & Buur 2010). In a later
workshop we challenged company participants to build
their own pinball model of, respectively, the business of a
new media company and of an amusement park (Buur &
Gudisken 2012). Recently it has been in used to support
academics in discussing inter institutional collaborations.
Figure 4: Marbles about to be released down a slope
Balancing contraptions Suspended poles and scales lend
Figure 2: Toy train shown here as representing “dead end” for a
business direction.
Tubes and balls: Balls rolling through straight or curved
transparent tubes that can be assembled in several ways
provide an opportunity to build dynamic contraptions
where the paths of the balls may take different meanings.
In contrast to the planned moves of the train set, the balls
may bounce into unexpected paths. This particular tube
tube set was a kit vended as an environment for pet
hamsters (Figure 3). We experimented with this set in the
same ventilation manufacturer project as above.
themselves to experimenting with balance and imbalance
in business systems. Our first balancing contraption was
developed to illustrate business dilemmas experienced by
a lighting technology company. It took the form of a
suspended mobile comprising a 2m long dowling pole,
and two shorter poles suspended at either length of the
main pole (see Figure 5). It was designed to support a
discussion of the best relative proportion of resources
between sales and development departments.
A later contraption was designed to encourage a smart
materials manufacturer to discuss the balance between
mutual costs and benefits in a customer relationship
(Figure 6). Two weighing pans at opposite ends of beam
were supported at its fulcrum by a small tabletop frame.
A marble would wobble on the beam until an imbalance
was reached, whereupon it would drop down to the table
top through a hole in the beam via ramps in the frame.
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the strategies to build the tower. Others first go into
detailed negotiations to understand what each brick and
combination of bricks might represent.
Figure 5: Balancing sales and technology investments on hanging poles
Figure 6. Negotiating to balance inputs and outputs of a collaboration
OOPS! MOMENTS
Tangible materials in business modeling can facilitate the
negotiation of meaning between participants, helping to
reflect not only on the characteristics of a certain
business, but also its relations to other concepts and ideas.
Kinetic materials offer different ways to do so, and with
their dynamic behaviour, generate ‘surprises’ and
unexpected events that challenge participants to relate
those behaviours to something that makes sense in the
business model context. We call such occurrences Oops!
Moments. “Oops!” because the temporary loss of control
experienced by participants provokes explanatory
exclamations or interjections that can be likened to
expressing dismay at making a minor mistake.
What seems valuable is how the Oops! Moments are often
used as triggers to describe stakeholder behaviour or
other unpredictable events that occur while running a
business. In this section we will show how participants
attribute meaning to elements of the different materials,
and how the dynamic behaviour brings in new themes in
the discussion between participants.
POOLING RESOURCES
The brick tower is a set that comes already charged with
its own meaning: we introduced towers as companies, and
bricks as resources. This already shapes the discussion in
a certain direction. Some participants immediately accept
the definition of ‘bricks as resources’, and concentrate on
Finding themselves with a wobbly tower, representatives
of the four companies doing business in Africa start a
discussion of how important planning is, and of the need
to agree upon a strategy before starting a business. Earlier
in the activity, the difficulty that one of the participants
had in placing a brick in a dangerous position triggered
jokes about different mentalities of employees in other
countries. In the case of the four consultancy companies,
the need to reach a common understanding of the
resources was important. At the outset, participants
suggested that bricks mean individual competencies (e.g.
hardware or software knowledge, designers) that they
could bring to a business. Building the tower from the
bottom up, participants realised that there are other
ingredients necessary, such as the ideas involved, a
business plan and so on, before the development of a
product.
Oops! Moments: The towers become less stable than
expected, and falls or crashes trigger new discussions.
One of the consultants, when a part of their Venture
Tower fell, blamed a brick representing a “middle
manager who sabotaged it”. This brought about a joke
about whether to place the manager in charge again or
place him in another position. Another accident, in which
two bricks stuck together, generated a joke about some
resources that are “very close to each other”, implicating
how some elements might represent more than isolated
entities.
CREATING PATHS
The tubes and the train set present many similarities.
Because of the dominant notion of path, they come to
represent ‘customer journeys’ or ‘product delivery’.
Meaning is attributed to entire sections of the path, such
as directions, curves and loops rather than to single track
pieces of bends and straight lines. In the case of the
ventilation manufacturer model, participants spent most
of their time discussion the definition of one particular
loop, the ‘requirement specification loop’ as they
eventually name it. This loop represented the novel idea
of a common access point for customers to all the
companies in the value chain (Figure 7). Meaning is also
attributed to special pieces such as bridges or joints. In
activities using the train set, junctions frequently
represent ‘choices’ between two or more possibilities. In
a session with the hamster tubes, a rotating wheel became
the focus of the model, representing the ‘fun experience’
provided to the customers by a service business. In
another example, balls which get stuck in a funnel
become customers “that do not try hard enough” during a
selection procedure, thus incorporating in the model a
discussion on how to evaluate the success of the
selection, and number of customers a business needed.
Oops! Moments: The form of dynamic behaviour offered
by the train and the tubes is quite different. The train set
offers some unexpected challenges during the building
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phase, when pieces that are supposed to create a path do
not actually fit together, or when loops cannot be
established easily in the desired shape: this difficulty
brings the ventilation manufacturer team to talk about a
“slow process”. Also, the expansion of the paths offers
challenges when participants run out of table space. In the
final model presentation, the company representative
explained the interrupted path as “individual modification
for clients”, to be built according to their needs. In
another instance, a break in the track was related to
customers with too ambitious wishes.
In the tube set, the bouncing balls add the unpredictable:
these offer space to imagine characteristics of the users or
of the business. During a conference workshop with the
case of an entertainment application for outdoor events,
one of the participants explained balls falling out of a
path as ‘users drop outs’. In the same model, a failure of a
net to gather the balls under the spinning wheel was
interpreted as an insufficient amount of safety measures.
(Buur & Gudisken 2012) we have reported upon how the
participants create their own combined terms to explain
model behaviour in business terms. When seeing an
unexpected number of marbles running down along the
side of the field, the participants coin the term’revenue
highway’, an elegant construction of both business
vocabulary and metaphor.
BALANCING RISKS, STABILISING RESOURCES
The balancing contraptions offer a well-known metaphor
– this is about finding an equilibrium state between
contradictory influences. The CEO of the lighting
company realised that the sales department when underresourced can ‘float off’ uncontrollably. The different
weights of this balancing poles provoked expressions of
sympathy as to how managers could predict the weight of
many decisions about resources in advance. After
presentation at a board meeting, the management decided
to increase the number of sales employees.
Oops! Moments: Often small influences can render the
balancers unstable. This has proven surprisingly engaging
for a full group of people, as it can several participants to
keep the balancers in check (e.g. Figure 8). With the
balancing poles, it was also unexpected how much action
there was away from the main hanging structures.
Participants became rather involved in conversations as to
the relative weights of the bags that represent resources..
People become human weighing machines, holding pairs
of bags, one in each hand, to see which was heavier. Thus
they embodied a kinetic simulation of the model
themselves.
Figure 7: Three interlinked companies discuss their requirement
specification loop
GUIDING CUSTOMER BEHAVIOUR
The pinball model comes already as a strong metaphor,
and as such is interpreted by participants. Marbles are
seen as customers, or as flows of money, while levers and
other elements become representative of barriers or
incentives that companies can use to influence customer
behaviour. The conversation with these models is very
focused on strategies and evaluation of outcomes given
by the behaviour of the marbles. Usually participants first
create or adjust elements of the pinball field, then let the
balls run. The results of the rolling are then evaluated in
terms of actions done and possible new improvements in
an iterative process of strategic evaluation and simulation.
Oops! Moments: The pinball model offers the highest
degree of randomness and unpredictability of all the
materials. Also, when teams work iteratively, it offers
many possibilities to experiment with scenarios, through
the modifications of the levers. Marbles get stuck, slow
down, or sometimes follow paths that are not expected by
participants. By trying to give meaning to marble
behaviour, participants get also to the point of imagining
to be in the position of the user: “If (this user) could see
that (position of the lever), maybe he would go this way.”
This triggers discussions on customer behaviour, possible
confusion and factors affecting their purchase choices. In
Figure 8. With many considerations in balance, a potential partner
reaches in to steady the whole deal!
KINDS OF KINETIC BEHAVIOUR
Let us try to investigate the main elements and constraints
given by the materials to see what capability they have of
developing some kind of kinetic behaviour independent
of the participants’ intentions. We do not offer this
analysis to be prescriptive. Rather it is to aid facilitators’
evaluation of which aspects of kinetics may be of value in
developing resources for their own particular project
challenges.
KINETIC MATERIALS
Some materials are composed of elements that are
inherently dynamic. With this term, we mean the
capability of the single elements to move or change form
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as a result of users´ actions or other forces such as
gravity. Such elements have the potential to show a
behaviour that is not directly dependent on the
participants, and thus generate unexpected events such as
the ones described earlier. Examples can be hinges,
springs, bouncing balls, marbles, or magnetic elements.
Other sets, such as the Tubes, have a number of kinetic
elements, such as the bouncing balls and the wheels.
However, components of the Tubes do not move
independently, but are considered part of a bigger set.
KINETIC ASSEMBLIES
Other materials are composed by static elements that can
however develop dynamic behaviour or constraints when
assembled or when associated with rules. Considering the
hamster Tubes set, we can notice how most of its
elements, the tubes, are not inherently dynamic. Only
assembling them brings the kinetics in play. Paths rotate
and distort with the force of gravity, or offer constraints
where a certain combination is not possible due to the
radius or length of the tube. The wheel, together with the
bouncing balls rolling through the paths, adds a character
of higher dynamics to the set. The tubes expand structures
into the third dimension thus making it more difficult for
the participants to imagine where balls will roll. While, if
taken singularly, the elements might not seem to offer
many possibilities, their combination brings to the
discussion many challenges.
In the case of the Towers, the assembly rules play a big
role. The bricks per se are static objects. But when
stacked and used within the rules of the Venture Tower
Game, (like in the original Jenga® game) the brick
towers behave in ways that participants cannot easily
predict. The constraints of not allowing top pieces of the
tower to be moved directly, or the necessity to take bricks
out of the base to keep building in height, force
participants to use pieces in ways that generate dangerous
combinations and potentially unstable structures. This
adds an element of uncertainty: participants need to plan
and coordinate their moves carefully in order to avoid the
towers from falling.
Running a larger number of marbles at the same time
further increases dynamic complexity: marbles bounce
off each other too, and participants cannot easily plan
what routes the marbles will take.
RESTRAINING KINETICS
In the case of the balancing contraptions, the material
plays a slightly different role: There’s no stable
equilibrium unless participants hold elements in place.
This can turn into a collaborative effort, where several
participants need to work together to keep materials in
shape or prevent them from moving. In a sense,
restraining kinetic material here results in kinaesthetic
action on part of the participants. The tools provoke
people to move. This gives rise to new perspectives and
new discussions.
LOOSENING CONTROL - INCREASING SPONTANEITY
These various kinetic tools can give the impression of
exhibiting a spontaneity that has an astonishing effect on
conversation. Surprising materials leads to more
spontaneous conversations. Participation in spontaneous
processes can feel very risky due to the need to “loosen
control” (Bogers & Larsen 2012). Similarly, Brandt and
Grunnet have warned how performing with props can
“cause vulnerability for both designers and users”
(2007:19). The Oops! Moments can be seen as what
Bogers and Larsen would call invitations or openings
towards taking “more spontaneous moves together” (ibid)
in their conversations.
KINETIC CONCEPTS
A third set of materials is one whose more powerful
characteristic relies in the concepts themselves. In fact,
while other uses of the material elements would be
possible, the concepts are so strong that the participants
accept them as such, and build their models according to
them. In the case of the toy railway, once in place, the
elements are themselves static, except for the trains, that
are moveable by hand, and whose behaviour participants
can control. The material itself affords ways of
connecting and combining pieces into structures with
more than one path, always consistent with the concept of
a railway.
The pinball set offers a well-known dynamic concept of
marbles rolling down a slope, bouncing off barriers and
being directed by levers. Barrier angles often do not have
the influences on marbles that participants intend.
Figure 9: Marbles stuck at barriers represent pre-users encountering
obstacles on route to becoming customers.
DISCUSSION
ARE SURPRISES A GOOD THING?
If one considers surprises to occur as a result of failed
predictions (Cast 1994) then it might be considered
dispiriting for participants to experience such “failure”,
particularly within a professional encounter with new
acquaintances. However, an aspect of innovation is going
beyond expectations, therefore a workshop characterized
by materials behaving contrary to expectation seems apt.
The shared experiencing in the workshop of kinetic
resources with unclear and unpredictable causalities is a
good prompt to discussions of the uncertainties of
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business causalities. Furthermore, that the response to
apparently unexpected events are collectively performed
means that responsibility for any such failure is largely
shared amongst participants and thus significantly
mitigated. The spontaneous exclamations that ensue from
kinetic materials talkback is invariably followed by
seemingly good natured laughter. This attests to not only
the risks of such spontaneity around Oops! Moments but
more importantly, to the value of such risk taking. A
shared joke can contribute to an increase in social capital
(Adler & Kwon 2002) and create a lighter, more creative
atmosphere. Furthermore, such laughter can be seen as
emblematic of innovation in general. According to Virno,
how a joke may play with and disrupt previously taken
for granted relations can be seen as innovation and
creativity in miniature (2008).
Wagner analysed an exercise in which a group of
participants stood up and spread around an open space to
make a business model map using their own bodies. He
showed that laughter here was often a response to when
one or more participants re-position themselves and in
this way, breach the game order (Wagner 2012). This is
precisely when participants discover a new way of
looking at each other’s roles and relations. In the case he
looked at, Wagner also ascribed some laughter to an
embarrassment in status differences between participating
executives and students (2012). However, we have not
detected discomfort associated with breaches of hierarchy
in the kinetic materials workshops we have examined.
To us it appears that kinetic materials can offer some of
the enlivening benefits of a more embodied exercise but
without the potentially inhibiting factors associated with
the prospect of standing up to perform. The kinetic
materials might be considered as performing as a sort of
surrogate embodiment for participants and so avoids the
vulnerability that some participants can feel with more
theatrically oriented techniques. In relation to the
behaviour of tools and toolkits, laughter seems
engendered just as much by the unexpected occurrences
of something not happening, as something happening. For
instance, when two pieces of train track do not quite fit
together or the addition of another block to a quivering
tower of bricks does not result in a demolition. Such nonkinetic moments are also often greeted with humour.
ARE THE OOPS! MOMENTS REALLY UNEXPECTED?
Wobbly blocks falling down or shoals of balls inter
bouncing away unfathomably might not seem to an
observer as particularly unexpected events. However, we
would argue that what is important is not whether
something is surprising to an observer, or even to the
participants, but how, and what happens as a result of
participants “doing” being surprised
Surprise in conversation has been argued to be a
collaborative performance between the giver of a surprise
and the recipient. Ethnomethodologists Wilkinson &
Kitzinger (2006:150) showed how through such
demonstrations, “co-conversationalists collaborate to
reflect and reproduce a shared culture”. Participants in
simultaneously expressing surprise are subtly but
powerfully expressing that they have similar viewpoints
concerning expectations of a situation. The shared culture
attested to, and revealed by these surprises are both an
important means to, and an end of the workshop activities
beyond the novel concepts that arise. If surprise and
humour can foreground such a shared culture, then this
can help as a means towards the levelling of hierarchies
and bridging of organisational and disciplinary
boundaries that we posit is necessary for valuable
innovative concepts to emerge.
WHY MIGHT KINETICS WORK?
Movement has a kind of primacy for human sensing.
Sheets-Johnstone was thinking of people's own
movements when she declared “Infants are not
prelinguistic, as is commonly declared; on the contrary,
language is post-kinetic” (2010:2), but nevertheless, our
evolutionary background has made us very alert to
surprising movements.
Brandt argued that tangible mockups evoked more
reflections from her participants because of being
perceived by more senses than paper or computer models
(2007). Most of our kinetic resources are highly multisensory in having sound in addition to the visual and
tactile qualities of Brandt's mockups. The sound of a
brick tower collapsing or dozens of marbles ricocheting
can be quite startling.
We have yet to experiment with senses of smell and
touch. However if, as some scientists do, we extend the
notion of human senses beyond the usual five to allow for
senses of balance, risk and movement, then our kinetic
resource experiments can be considered even more multisensory. Other aspects of the value and potential of
kinetic materials maybe explained through drawing upon
theory concerning aesthetics and perspective taking.
HOW DO KINETICS REVEAL PERSPECTIVES?
The multi-faceted and complex nature of techniques such
as our pinball and balancing contraptions means
participants’ attempts to comprehend the physical
workings of the material is an activity that invariably
provokes shared sense making in itself. Participants in
our sessions do not have the benefit of a slow motion
video replay. Upon playback we, as researchers can
speculate to a fine level of detail as to which ball
ricocheted off which other ball, or which adjustment to a
balancing contraption had which effect. However, with
many of our kinetic techniques, the “What If” question
that participants ask when manipulating a tool requires
collaborating to piece together an answer to “What just
happened then?”
Participants may often differ in their interpretations and
differences in foci concerning the response of kinetic
resources. This can be seen as an instance of the value of
ambiguity in design (Gaver 2003). The ambiguity here is
particularly rich because it partially arises in response to
live and immediate action and is given meaning through
participants informally building shared narratives and
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explanations of events.
HOW ARE KINETICS TRANSCENDENTAL?
Aspects of how our kinetic toolkits perform may be
explained drawing upon the writings of the social
psychologist Alex Gillespie as we have done to a
business audience in (Mitchell 2013). Gillespie argues
how going beyond the “here and now” can be achieved
through distanciation: “stepping out of oneself and
reflecting on one’s own actions and activity” and
identification “empathizing with other actors and
participate to their experience” (Gillespie 2010:2). In this
light, how the kinetic resources foster perspectives is
valuable because they enable a shared and collaboratively
“stepping in” or “stepping out” somewhere together.
HOW DO KINETICS HELP REFLECTING UPON SELF?
The kinetic resources offer, in several cases, means to
facilitate distanciation from normal perspectives, both to
participants and to the designers themselves. As in the
words of one of the developers of the Pinball, the marbles
unpredictability when released “is a bit like what happens
when people use the model – we didn’t really know what
people’s reactions would be”. The unpredictability not
only can thus a support reflection upon individual
disciplinary challenges and positioning. In the case of the
balancing dowling poles, participants can initially be seen
achieving a sort of “extreme” distanciation: people get
“caught” up in the dynamics of the model, initially
playing with its features, trying not to be whacked by, or
tangled up in it. After this initial exploration brings
discoveries when people become comfortable with the
contraption: after repeatedly trying to balance the poles,
the representative of the lighting company suddenly came
to realize how the resources of the company were
unevenly distributed, being not deployed sufficiently in
their sales department sector and thus unbalancing the
whole business. It is interesting to note how the sales
manager had already tried to bring attention to this point
through more traditional means but that the imbalance of
the poles, helped him to make his case more visible and
compelling.
IDENTIFYING WITH SELF AND OTHERS?
As suggested earlier, dynamic models can also facilitate
the development of a sort of empathy in helping
participants identify with others’ points of view. With the
balancing poles, for example, the bags representing
resources that accompanied the balancing poles differed
greatly in their load. That the weight of the bags was not
visually perceivable led to sympathy concerning
difficulties for management for anticipating the “weight”
of resources required for different strategies.
Interacting with the pinball, while giving a less
immersive “god’s eye” view, can also be argued to foster
identification with stakeholders, and other influences in
their business landscape. An innovation researcher whilst
adjusting some barriers and levels on the ramp remarked
how such changes would have been helpful for the
company. However, upon closer observation, he re-
considered the issues from a broader perspective, and
stepped into the shoes of rivals “but the competitors
would find out and respond to this”.
We assume the high-powered industrialists in our
workshops are not in the habit of considering themselves
inert and powerless in the face of internal and external
events in their work. However, in their dialogues we
can also perceive a keen self-awareness concerning the
limitations of their powers. They display strongly that
innovative courses they consider will meet various kinds
of resistance whether from competitors, colleagues, other
stakeholders or regulators. Thus they also report that they
can identify with the resistance they experience in
attempting to manipulate the kinetic materials.
CAN AESTHETICS EXPLAIN MESMIRAZATION?
We contend that it is not just that our resources are kinetic
that makes them valuable, but how they move. Several
commentators have identified that design lacks adequate
vocabulary, notation or other tools to effectively describe
and innovate movement (Hopson 2009). Therefore we
have turned to critiques of kinetic sculpture to support
articulating how and why our kinetic resources have
proved engaging.
Dorin (2009) convincingly argues that many simple
mechanical artefacts can induce a state of fascination
even if just for a moment. Most of the categories that he
articulates as methods by which man made objects can
give sensations of the sublime can be detected in our case
techniques. The aesthetic principle seen most clearly is
that of Exposing Space in our suspended balancing poles.
Dorin explains this quality with reference to the wellknown hanging “mobile” sculptures of Alexander Calder
(Lipman & Aspinwall 1981). Although the notion of
exposing space was far from our minds, it can be seen
that our business model contraption shares similarities.
“Calder's playful pieces are captivating and elegant for
all their simplicity. Their workings are laid plainly before
the viewer, all that they are, is apparent at a glance – and
yet this is not so, for their movement brings a vitality and
opens a space which the static sculpture does not
possess.” (Dorin 2009:418)
But instead of “invisible air currents” that move Calder’s
components it is largely participant actions that “exposes
inner complexity” of the balancing contraption.
Our pinball experiments share some qualities with the
mesmiring category of “Marking Time” which he
elucidates with reference to the flow of sand in an
hourglass or the jet of a water fountain. Aspects of
Dorin's category of intricacy are found in pinball, an
elaborate railway system constructed with the trainset,
and the balancing poles as soon as weights are added.
More outlandish and ambitious brick constructions that
develop with the Venture Tower can be seen as sharing
aspects of Dorin's quality of Defying Nature. And last,
but not least, Dorin's kinetic aesthetic category of
Curiosity is present in pinball, trainset, tubes, and
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balancer. In activating the imagination of participants to
discuss the if-then causalities of business, the quality of
curiosity is perhaps most important of all.
FUTURE WORK: LEARN FROM SURPRISE MAESTROS
Although we argue that the Oops! Moments in our
experiments are highly beneficial for participants, we
must admit that in reviewing our video documentation,
we do not find them in highly plentiful supply.
Thus, we may seek to much more explicitly develop
resources for surprising participants. So far our
resources are kinetic in common sense kind of way, rather
than purposeful tricks or cheats. An intriguing avenue to
explore in terms of engaging participants through livelier
surprises could be to develop and evaluate tool kits
drawing upon strong traditions of surprising objects from
circus clowns, joke shops and magicians. The
opaqueness and mystery of causalities in such artefacts
may up to a certain point, mirror and provoke
understandings of the murkiness of causalities in
business. While minded that extreme surprise is likely to
be counterproductive in terms of constructive dialogue.
A prolonged or intense surprise is a shock, and this is
often accompanied by a pause in verbalisation. A parallel
can be drawn with the Marshall McLuhan adage
concerning how every extension of a media results in a
corresponding amputation (1964). Kinetic materials can
add a lot to a workshop, but it seems probably that one
can have too much of a good thing.
and weakness of their business model from a different
angle” (Etzold 2008:284)
Although business models may seem a little removed
from more typical participatory design practices, we
believe that an attention to kinetic materials offers great
potential to any workshop which wishes to utilise
metaphor creatively or touch in part upon abstract or
otherwise difficult to visualise concepts, relationships and
feelings. Kinetic tangibles appear to offer great promise
in getting discussions of intangible topics moving.
We suggest that kinetic resources can offer an enriching
layer to Liz Sanders’ (2002) influential model of how
design researchers can access user experiences through
exploring a combination of user actions, speech, and
making. What people say and do, both individually and
collectively in response to surprises can reveal additional
aspects of their knowledge and feelings. That many of
our kinetic resources engage users in some kind of
iterative making activities allows for participant to also
express their response to surprises through non-verbal
means. Furthermore, we envisage that unpredictable
materials may enable reflection upon the if-then
causalities and other assumptions in relations to
participants’ wishes and dreams.
We believe that the backtalk and liveliness of the Oops!
Moments means they may offer a resource to facilitators
truly in keeping with the meaning of the Latin roots of the
word resource highlighted by Gillespie and Zittoun
(2010): resurgere – resuscitate, splash back or rise again.
CONCLUSION
In this paper we presented a comparison of five kinds of
kinetic design materials used to facilitate participatory
business model workshops. We compared material
characteristics in terms of dynamic behaviours and
constraints, and the way in which unexpected events
during their use trigger new ideas during the development
of tangible business models.
We argue that kinetic materials are enlivening because
they offer a balance of constraints and dynamics. The
chance of unexpected events supports participants in
developing business models that are commercially more
robust since less predictable elements have been
considered in the discussions. We conjecture that the
good natured humour that accompany responses to the
Oops! Moments may also result in business concepts that
are also more socially robust. Thus working with kinetic
materials can be said to be literally adding momentum to
the outcome of innovation discussions. Oops! Moments
never pass unremarked. Participants take the unexpected
events as a challenge to explain. This questioning of
participants by the materials is highly in line with some in
the business literature who stress that metaphors in
general are prompts to inquiries:
“metaphors do not answer questions, they rather pose
new questions that business has to answer. But
answering these questions will grant management a fresh
look on their business surroundings and depict strengths
ACKNOWLEDGEMENTS
Thanks to Danfoss Polypower, Glenco, Oticon, Novenco,
Sol-Energi Kobbervarefabrikken, LM Signs, Hannemann
Engineering, and Sloth Møller for positive collaboration;
MSc students Daniela Santos, Magdolna Puskás, Jonas
Leonas, Ilka Marhenke, Lotte Meurer, Mohammad
Shahabeddini Parizi, Sergejs Groskovs, Soila Paivikki
Oinen, Torben Jessen, and Youran You for designing
artifacts; and Trine Heinemann for analytical inspiration.
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STORM SYSTEM: WEARABLE
SHELTER FOR THE ALPHA TIME ERA
MIGUEL RIOS
MIGUEL RIOS DESIGN, LDA
MIGUEL@MIGUELRIOSDESIGN.EU
ABSTRACT
habitat. The territory and the context establish the
parameters for the combined intervention of design
In this environmentally and demographically
complex start to a post-industrial millennium, it is
urgent to reflect on the transformations that occur
from the interaction between individuals, the city
they inhabit, its surroundings and protection
conditions. STORM SYSTEM, developed by
Miguel Rios Design, responds to the question of a
first individual nomad clothing protection against
weather adversities.
Today’s population growth forces a reorganisation
of space, in a variety of contexts that individuals
face on large urban surfaces, as well as an
and technology. Similar to a prosthetic
exoskeleton, STORM SYSTEM not only
comprises the necessary formal characteristics, but
also the symbolic essence we crave today. In its
relationship with the human form, STORM
SYSTEM is yet another prelude to the era of the
redesigned man, a kind of hybrid between the
organic and technology, and consequently, with its
identity necessarily altered.
Keywords: product design; technology integration;
social identity; human protection; environmental
changes
interiorisation of the impacts resulting from
behavioural changes. An unbearable logistic and
environmental excess is therefore propagated (and
vice versa), favouring unlikely scenarios of human
coexistence. Pollution and adverse weather
conditions hamper natural and urban ecosystems,
resulting in a greater immediate instability of
individuals per se and the collectives they form.
Thus new logistic, habitation and protection needs
arise, which require the evaluation of a new living
context for the human being. These needs catalyse
crucial contextual design thinking regarding its
ability to respond appropriately to the new global
INTRODUCTION
DESIGN AND TECHNOLOGY WITHIN THE DESIGN
PROJECT
Various models currently connect Design and
Technology. So it is not difficult to identify examples
of the application and achievements of these two
disciplines in the objects that surround us: the
Microlattice material by HRL Laboratories, a
Smartphone or an item of sports clothing for high level
completion.
We do not normally realise it, but we do in fact depend
on this symbiosis. We almost consciously ignore the
impact of technology on our daily lives, and its
consequences are still being assessed. Moreover, as
designers, we use available tools and solutions in favour
of a better quality of the processes and solutions we
envisage, within the contexts we create.
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Pondering the motivation and impacts of these results
originated the STORM SYSTEM project. It transposes
the realm of the object, in addition to being a statement
and a call for action. In other words, the integration
and interaction of technology and the actual design
project will condition and restructure the
appearance of the human body – the beginning of a
new identity, and will elevate STORM SYSTEM to a
leading role in a predictably adverse socioenvironmental context.
SCENARIO: ALPHA TIME
“The fact remains that it has no walls, no ceilings, no
floors: it has nothing that makes it seem a city, except
the water pipes that rise vertically where the houses
should be and spread horizontally where the floors
should be: a forest of pipes that end in taps, showers,
spouts, overflows. Against the sky a lavabo’s white
stand out, or bathtub, or some other porcelain, like late
fruit still hanging from the boughs. You would think the
plumbers had finished their job and gone away before
the brick-layers arrived; or else their hydraulic systems,
indestructible, had survived a catastrophe, an
earthquake, or the corrosion of termites.”
in Le Città Invisibili, Italo Calvino (Calvino, 1972)
the height of their glory perished into oblivion,
becoming inanimate nature. Forests of steel, dense and
sterile, doomed to witness intentionally absent men
drifting. They are primates of the unique civilisation
forged at some point in time, which we call Alpha1
Time, confining them to a blind acceptance of reality.
So, in this confrontation between our time and Alpha
Time, there are mirrors that show Man a civilisational
reflection of himself. The new primates are introduced
to the memory of the space they inhabit, with the
memory of their own condition. It is within this historic
perspective that STORM SYSTEM emerges, as a design
object.
BACKGROUND AND CONTEXT
The author heads Miguel Rios Design | MR¯D, whose
core business is design, and fosters regular partnerships
with a variety of artistic, commercial and
entrepreneurial sectors. These partnerships are highly
important for technology-based projects and are
supported by strong collaboration with several
specialised technological centres, such as CITEVE –
Technological Centre for the Textile and Clothing
Industries of Portugal; CeNTI – Centre for
Nanotechnology and Smart Materials; or FCT | UNL Faculty of Science and Technology of the Universidade
Nova de Lisboa. Miguel Rios therefore encourages a
philosophy of rigour and simplicity in processes and
methodologies, which manifests as an increase in levels
of creativity, combined with the logic of the objects and
their functions.
Accordingly, the author defines his work through
collaborations, as well as the constant search for new
concepts and technical innovation. Of equal importance
is the creation of projects that transcend a first, more
disruptive phase on a technical and conceptual level, to
give way to innovative solutions that are more in tune
with the market reality.
Miguel Rios is motivated by the desire to understand
phenomena resulting from the transformation we are
collectively and individually facing, and the urgency of
responding to these new challenges. He has positioned
himself at the crossroads of design practice and the
contextual analysis of civilisation’s modus operandi. In
his work, the interaction of design and technology
provides a response to the new challenges of urban
contemporaneity.
Figure 1 - Robinson industrial company, Portalegre, Portugal, 2009.
Photo: J. Biscainho (© J. Biscaínho)
His portfolio includes several projects in which new
technologies are an integral part of the product, both in
terms of materials used and in terms of incorporating
technological devices into clothing, thus creating new
properties and functions.
The context of this project can be a post-civilisation era.
Post-urban landscapes, ravaged by adverse weather
conditions, are proof of technical achievements that at
1
Alpha Time is a scenario envisaged by the author. It is defined as
temporal ambiguity.
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LITERATURE, THEORY AND STATE OF THE ART
“We are now faced with the fact, my friends, that
tomorrow is today. We are confronted with the fierce
urgency of now.”
Martin Luther King Jr, “Beyond Vietnam” (Address delivered to the
Clergy and Laymen Concerned about Vietnam, at Riverside Church, 4
April 1967, New York) in “An Inconvenient Truth”, 31 May 2006
In a general but essential way, Miguel Rios references
the work of two artists in defining the preliminary phase
of the STORM SYSTEM project. They have been
influential in terms of their ideals, the results they have
achieved and the doors they have opened for new
developments. They are: Stelarc, a cybernetic,
electronic performance and body art artist (together with
Brazilian artist Eduardo Kac), whose work focuses on
extending the capabilities of the human body; and Lucy
Orta, a designer and visual artist who links architecture
to fashion design, social awareness and activism.
my ironic faith, my blasphemy, is the image of the
cyborg" (Haraway 1991).
Likewise, it is important to mention the work of Lucy
Orta. In her Refuge Wear project, and since 1992, Orta
has systematically anticipated issues pertaining to the
environment, emerging urban problems and natural
disasters. Her work aims to capture the attention of an
audience that participates in social work, and to create
an ethical framework for social development and
assistance, by exploring the boundaries between the
body, clothing, architecture and the environment (Orta
1996).
Figure 3 – Refuge Wear Intervention London East End - 1998. Photo:
Lucy Orta, (© Lucy Orta)
It is clear that these kinds of practices embody the
collective conscience that is repeatedly generated by
these issues, with which the author identifies. This type
of conceptual and project-based approaches is critical
for establishing a context of action as a catalyst for
change. The crisis we face today is also a context in
which a vast field of new opportunities can be
identified. Al Gore, politician and environmental
activist, made a strong appeal regarding these issues,
specifically in the film An Inconvenient Truth (2006):
“The voluminous evidence now strongly suggests that
unless we act boldly and quickly to deal with the
underlying causes of global warming, our world will
undergo a string of terrible catastrophes, including more
and stronger storms like Hurricane Katrina, in both
Atlantic and Pacific.”
Figure 2 - Stelarc Remote Gestures / Obsolete Desires: Event for
Scanning Robot – Edge Biennale London – 1992. Photo: M. Burton
(© Stelarc)
Regarding the transformation of the human body and its
relationship with technology, Stelarc questions this very
body. He views it as a not particularly efficient or
resistant structure, which in itself is not an appropriate
biological form. This artist does not view the body as a
subject, but rather as an object whose architecture can
be modified to adapt and expand its knowledge of the
world. Just as Stelarc’s work is a vital reference for this
project, in which Miguel Rios also perceives it as a
statement for his thought process, Donna Haraway is
equally influential as she claims that “at the center of
In line with this thought, we can observe that in the last
century our modus vivendi has undergone various
changes due to scientific and technological progress.
This progress has provided human beings with more
comfort and better living conditions. However, man
believed that everything Earth supplied was endless and
this led to irresponsible behaviour. Deforestation, water,
soil and air pollution, and the depletion of natural
resources are destroying the planet, resulting in further
environmental changes. These are real indications that
the scenario envisaged by the author for this project
(Alpha Time) is more than an idea, it is a serious
possibility.
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METHODOLOGY
The overall creative conception of STORM SYSTEM is
based on knowledge of the aforementioned contexts,
supplemented by research into current debates and
exhibitions about this topic. It employed the following
methodology:
Phase 1: Collecting information on the object of study
a) Situation:
Gathering various projects, statements and studies that
reflect the state of the art, in addition to indicators that
define the reality of cities, in general, and extreme
situations that cause deprivation – more or less long
periods of social or natural catastrophe.
b) Object of study:
In light of our object of study – people in situations of
social and climatic deprivation, analysis focused on
information that supported or explored the real life
experience and needs of this group, such as journal
articles, books, websites and publications.
This research shaped the project’s initial specifications,
based on:
•
•
•
•
Studying current situations, and the future
international repercussions of political, social and
environmental discourse.
Understanding reality and awareness of ongoing
actions.
Gathering specific needs in real-life threshold
situations – temperature, lighting, communication.
Perceiving a need to make a discussion of these
issues public.
Phase 2: Design
Conceptual and formal research, based on the
information and specifications gathered in the previous
phase.
•
•
•
•
•
•
•
Conceptual and formal research.
Preliminary studies and sketches (macro and micro
design).
Research into materials, suppliers, manufacturers.
Technical advice and follow-up of component
development by chosen external entities.
Identification of the most promising solutions in
terms of formal, technical (materials and
production), and technology components.
Production of prototypes-proof.
Validation.
Figure 4 – Preliminary studies for STORM SYSTEM / macro design
(© MR¯D)
Phase 3: Systematisation and details
•
•
•
•
•
Review of compliance with project objectives.
Concept testing with direct and indirect
stakeholders.
Decision on materials and development of technical
drawings for production.
Production of four final prototypes with every
project component (design/technology).
Validation.
Phase 4: Presentation
•
Project presentation:
Public multimedia presentation of the adopted
methodology, end product, and conclusions derived
from the process. Portuguese media and relevant bodies
are invited to attend the event for a public discussion of
the themes addressed within the project.
•
STORM SYSTEM website:
Creation of a bilingual website, with a strong
communication component. It will illustrate the entire
process and results of the project and the presentation /
dissemination event. This site will be activated in
tandem with the presentation event.
PARTNERSHIPS
To supplement the development of the STORM
SYSTEM creative and technical project, firm
partnerships were established with one engineering
company – IBEROMOLDES, and two technological
centres - CITEVE and CeNTI, according to the author’s
brief and guidelines. The technicality of the project
made these partnerships essential, since the inherent
constraints of each step of the construction process was
basically an investigation of the potential and
limitations of the intervening technologies.
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Various specifications were considered for STORM
SYSTEM:
The methodology employed to specify and develop the
electronic part comprised the following core activities:
•
•
•
•
•
•
•
•
•
•
•
Structures (fabrics, trilaminates, spacer fabrics,
meshes, plastics).
Electronic components (conductive strips,
conductive wires, LEDs, circuit boards, batteries,
buttons).
Composition (polyamide, polyester, PVC)
Elasticity and thickness.
Functional technologies (application of waterproof
and breathable membranes, water- and dirtrepellent coatings).
Printing technologies (transfer, Plastisol, rubber).
Cutting technologies (blade, laser).
Bonding technologies (traditional sewing, use of
waterproofing tapes, fusion bonding, adhesive
bonding).
Shapes and fittings.
Incorporation of electronic components, developed
by CeNTI, into the prototypes.
For both these partners, the development of the project
was based on gathering data on the state of the art, the
technical properties of the materials, the technological
specifications and requirements for printing and
manufacturing, and the inherent performance of this
kind of product and its functions.
Technologies belonging to CITEVE’s Dyeing and
Confection Workshop and CeNTI’s Workshops were
used to develop this project. Other relevant services,
such as embroidery and printing, were outsourced.
The methodology employed to develop the project was
divided into two parts:
•
•
Product development (formal appearance of the
object, with use of textiles).
Development and incorporation of electronic
systems.
The methodology used to specify and develop the textile
element comprised the following core activities:
•
•
•
Technical specifications of the project identification and technical definition of
requirements, specification of materials and
technologies to be used (research into raw
materials, state of the art of most appropriate
materials), production of solutions, their analysis
and validation, and acquisition of materials to
produce prototypes.
Technical development - production of prototypes,
their analysis and validation, reengineering
(adjustments and optimisation) and production of
the four final prototypes.
Tests / evaluation - study of preservation and
cleaning requirements to define the information for
the label.
•
•
•
•
•
•
Idealisation of electrical circuits - Radio Frequency
(RF) communication circuits, circuit control
devices (two-button control board, which forms the
touch pad), circuit monitor for the heating strips,
and LED operation circuit.
Research and requisition of electronic material listing and ordering all material needed for the
various circuits.
Production of PCBs (Printed Circuit Board) - CAD
drawing, PCB of the RF transmitter circuit, PCB
with RF receiver circuits, monitoring heating strips,
and operation of the LEDs.
Assembly and testing of electrical circuits assembly of all PCBs, and electrical
interconnection between them and peripheral
equipment, functional testing of the system.
Incorporation of the heating and conductive strips incorporation of the heating strips in the 3D
structure, incorporation of the conductive strips in
the 3D structure, and incorporation of peripheral
equipment in the 3D structure.
RF communication - guaranteeing that operating
the control buttons affects peripheral equipment as
intended.
Heating strip - guaranteeing temperature control of
the heating strip by using the automatic ON/OFF
system of the heating, guaranteeing the strip
remains within a comfortable temperature range,
and creating a protection system to guarantee the
temperature of the strip never exceeds a specified
value.
STORM SYSTEM: CRITIQUE AND
ACHIEVEMENTS
To give continuity to his vision, specifically with
regards to the relationship between design and
technology as a response to the new challenges of
contemporary urban living, Miguel Rios introduces
STORM SYSTEM.This product is a conceptual
response to the emerging needs of contemporary city
living, or a potential post-metropolis or post-civilisation
scenario (which the author calls Alpha time) if this kind
of political and social situation ever occurs.
STORM SYSTEM, a smart raincoat that is waterproof,
wind repellent, and oil and dirt repellent, with integrated
heating and lighting technologies, is intended to exceed
its immediate clothing function as a first level protection
device. It is a body protection device, whose physicality
visually and formally reconfigures the shape of its user.
This effect is created by a “capsule” that envelops and
transforms the body, augmenting its protective nature,
particularly in extreme weather conditions.
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Figure 5 – Capsule concept for STORM SYSTEM. Interaction
between human body and protection. 2010 (© MR¯D)
STORM SYSTEM is a solution that encompasses
protection, mediation and visibility, as well as an
integrated thermal component, all of which were formal
stipulations of the project. This item of protection
comprises two key elements (interior-vest and exteriorraincoat), which are currently interdependent but may
also exist separately in the future. STORM SYSTEM
responds to the development paradigm, proposing a new
concept of shelter. Similar to a prosthetic exoskeleton,
STORM SYSTEM not only comprises the necessary
formal characteristics, but also the symbolic essence we
crave today. In this context, exoskeleton is a device that
extends an individual’s organic resistance and which
performs the vital functions of protection and mediation.
Accordingly, STORM SYSTEM is a test concept
integrated into the front end of an industrial production
cycle.
In anticipation of an unprecedented technological and
civilisational upheaval, STORM SYSTEM, and its
relationship with the human form, is a potential prelude
of an era of a redesigned man, a hybrid between the
organic and technology (Capucci 1994). This man, a
possible cyborg with prosthetically enhanced
capabilities and limitations, is conceptualised as attuned
to the requirements of a modus vivendi of a future that
has already arrived.
According to a new understanding of the human body,
in adverse weather conditions, STORM SYSTEM is a
statement with a certain degree of aggression and
discomfort towards the formal, technological and visual
transformations imposed on it. It thus contaminates the
canonical body. It is also a metaphor for the emerging
individualism of our culture; a symptom of the
mediation of technology, where any association with the
surroundings is mediated by other devices.
But, in contrast to this renewed concept of individual
cocoon, the STORM SYSTEM’s visual code
communicates the physical presence of its user to
others, in an attempt to reach them via this visual
language mechanism.
DESIGN
Working from the author’s background (reasoned logic,
project methodology, R&D resources, and design
policy), STORM SYSTEM materialises a concept and
communicates the metaphor through shape and by the
integration of technology. It is a conceptual product
for an urban environment, pioneering commercial
apparel for the cities of today.
STORM’s external component was designed to have a
mimetic relationship with the human body. It fulfils its
primary function as a shelter for the body in adverse
weather conditions by employing smart materials, such
as: laminated textiles (PES, PU, PA); Mazzuchelli
acetate; PVC; ABS; PU foam.
To synthesise the underlying thought process, this
project can be defined by four interrelated approaches:
Manifesto, Design, Technology and Identity.
MANIFESTO
STORM SYSTEM is a “call for action”, an awareness
of behaviour concerning environmental issues, and the
consequent modification of our identity through the use
and implementation of technology. We live in turbulent
weather conditions times. We might not know the
immediate causes or the main actors. However, the
media send us almost daily warning signals regarding
the position of various governmental and nongovernmental actors in relation to this issue. So, in light
of the current environmental and political conditions,
Miguel Rios believes that the future demands the design
of a protection system with opposing characteristics
(aggression vs. protection), a STORM SYSTEM. This
is not intended as an apocalyptic or Messianic
project. The author views it as a call for action and
an immediate response to a reality that we may yet
have time to prevent.
Figure 6 – Rainfall Intensity Code (© MR¯D)
Likewise, the premises of an organic shape and body
mimicry, in which the user’s body is communicated via
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STORM SYSTEM’s visual code , warrant a new
typology of visual system2 throughout the surface of the
piece. This code, the Rainfall Intensity Code (see fig. 6),
accentuates the user in low contrast environments
through the use of reflectors (at night) and high
visibility (day time) effects. The author feels that it also
responds to the expression and communication mediums
present in Alpha Time – conceptually a “bio-technoprimitive” time.
Alongside these characteristics, mediation is also
achieved through the incorporation of visors, respirators
and simple auditory devices. These permit STORM
SYSTEM’s capsule shape, without compromising its
comfort and the performance.
The exterior piece can be defined by the following
aspects:
•
•
•
From the perspective of urban imagery, this piece
transports us to scenarios of weather-ravaged cities.
The incorporation of technology into STORM
SYSTEM makes it a visual protection, as well as
waterproof.
In a city with a more complex organisation, this
project is also an attempt to renovate visual codes,
by implementing the Rainfall Intensity Code and
pictograms devised for this project - high visibility
and reflectors.
The interior component is envisaged as an exploration
of the aforementioned concept of exoskeleton, which is
supplemented by protection of a more physiological
nature. Besides transforming the volume of the body
through its technical add-ons (devices that foster its
technological functions), this piece is a link between the
body and the exterior protective component.
The characteristics of this component are divided into:
•
•
•
Protection of the user via a heating system (vital for
heating the torso), which can be regulated via a
touch pad to preserve optimal body temperature.
Protection of the user from light physical collision,
focused on areas of the body with greater
sensitivity, through the strategic incorporation of
three-dimensional technical materials.
Mediation, through a lighting system that extends
the field of vision via frontal LEDs (link to the
exterior).
All materials used were tested and certified by their
producers. Several performing and shape tests were
made to prototypes. Also, a specific series of tests were
performed to verify the different production processes
(cutting, sewing and finishing).
2
The inherent concept of this visual code was created by Detanico
Lain, a team of Brazilian visual artists, for the STORM SYSTEM
project.
Figure 7 – Interior Component (© MR¯D)
TECHNOLOGY
Working closely with Portuguese and international
partners, the materialisation of the concept brings added
comfort and protection to the user on a wearable level
(lighting, heating, and sensors | control | touch pad).
The integration of electronics in the wearable piece has
been analysed in order to enhance functionality and
minimise constraints in terms of ergonomics and
freedom of movement. Another factor that was
considered was the cleaning, preservation and
maintenance of the piece. Parameters such as weight,
size, flexibility and likelihood of contact with water
were important premises when it came to choosing the
electronic components it would incorporate.
Once the location and most practical position of each
component had been studied and established a
schematic draft, to scale, was prepared of the proposed
layout for the front and back.
Technically, to construct an efficient lighting and
heating system for a raincoat that uses LEDs for lighting
and strips for heating the back area, batteries were the
option as a source of energy and these were commanded
and controlled by two electronic systems.
The features presented for the three systems were:
•
•
•
Lighting system (with incorporation of LEDs).
Heating system (incorporation of heating strips).
Control and sensor systems (incorporation of
temperature sensors, radio-frequency circuits for
controls, and energy control circuits of the heating
strips and LEDs).
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Certain requirements were specified for development, to
enable such development of specific project activities:
assumptions for heating and lighting time, area of
illumination, sizing of the modules and their location
were defined.
These were the premises:
•
•
•
•
•
•
Heating strips located in the upper back area.
A duration of four hours for the system, when
active.
Definition of four temperature ranges: 32-35ºC, 3437ºC, 36-39ºC e 38-41ºC, to experience optimal
temperature according to environmental conditions.
LED light projection: 3 metre span for a distance of
3 metres; 5 metre span for a distance of 5 metres.
Small-sized electronic systems.
Removable electronic systems for washing and
maintenance.
The system comprises heating strips, LEDs, receiver
circuit, transmitter circuit, batteries and circuit box.
The heating strips were developed so as to heat the
user's back. The areas to be heated were therefore
defined, along with the maximum temperature they
could reach and the materials into which they are
incorporated. Once this was done a thermal simulation
study was performed to calculate the spacing of the
heating coils to achieve as uniform a temperature as
possible.
Sensors are incorporated into the heating strips to
constantly measure the temperature. An electric signal is
triggered if they exceed the established limits to prevent
users from experiencing discomfort.
They are connected to the control circuit by means of a
conductive textile strip, which provides better
integration and flexibility of the energy transmission
system.
The transmission circuit consists of a radio frequency
transmitter that sends data via wireless communication
to the receiver circuit, indicating the functions of
switching the strips and/or LEDs on and off.
The receiver circuit consists of a radio frequency
receiver that operates on several electronic power
systems that switch the power supply to the associated
circuits on or off. When a radio signal is received it is
decoded in a decoder circuit that subsequently switches
the power on or off, to either the heating strips or the
LEDs. For the heating strips there is, after it, a current
limiting circuit that stops a higher current than that
prescribed from circulating in the strips. This prevents
short-circuits.
A box to protect the electronic circuit has been
developed by IBEROMOLDES using rapid prototyping
methods.
In this field, a new range of tests were performed to
make sure all the electronic devices were working
correctly and that they could perform on a textile object
and close to the human body.
IDENTITY
It was G. H. Mead who proposed that the ‘self’ of
individuals is defined, in terms of sociology, by the
exercise of difference, by interaction with and
recognition of the other (Mead, [1913] 1982). A.
Giddens sees personal identity as an imperative object,
fruit of a modernity that glorifies the values of
individualism but which simultaneously removes from it
the safety of enduring group entities (Giddens, 1982).
In the wake of the discourses of these two thinkers, we
expect that users of the STORM SYSTEM will adopt a
new identity in the eyes of others, because they will not
know them, but they will be recognisable from the other
elements of their conceptually abstract community. This
new identity, which is reflected in this project, thus
arises from the reflections of the author about the Alpha
time. This means that users will as much ward off any
potential enemies by the aggressive image they portray
through the STORM SYSTEM as they will draw near to
their peers.
Figure 8 – Electronic components mock up – preliminary studies.
Elements of the system – receiver circuit; transmitter circuit; heating
strip; temperature sensor, textile bands (© CeNTI)
LEDs have been used for lighting in the STORM
SYSTEM, but they had to be adapted before being
integrated into it. The LEDs used have a copper
dissipator to prevent the textile structure from
overheating, with consequent degradation of the fabric.
This project focuses on understanding design and
technology as extensions of Man on a number of levels.
Of particular importance are the symbolic aspect and the
way in which any accessory created for the human body
can (re)build our identity. The visual result of STORM
SYSTEM, in terms of physical appearance,
corresponds to a modification of individual identity
as we know it.
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the product), it was necessary to carry out a detailed
study of each step, which required research and
development, funded by considerable (private)
investment.
Conceptually, as already mentioned, this does not set
out to be an apocalyptic or Messianic project. The
author sees it as a wake-up call and an immediate
response to a situation that we may yet have time to
prevent. The author sees himself as a Problem
Finder, not as a Problem Solver.
The STORM SYSTEM intends to be made public as a
manifesto, calling for discussion and serving as a
platform for interaction between design and technology
– resulting, in the end, in an arguable change of
identity.
As we had initially hoped, the arrival of technology in
the modern world in general, and in design in particular,
has profoundly changed the planning approach to and
type of all kinds of objects. In recent years we are
witnessing the progress made since that arrival in a
garment object | wearable object; progress that has
influenced the materials that are used, the assets that
these objects acquire at various levels (quality,
production / fabric, functions and features, and many
more besides) and the way we perceive, use, name and
contextualise them.
While on the one hand there are significant gains,
nonetheless, in an extreme scenario we will be at serious
risk of a change of identity, consequence of the
technology integration. Taking protection as a
primordial objective, and emphasising this as a
defensive behaviour, which is itself a prime need, then it
is essential to protect the body and the main senses and
condition them in an almost obligatory fashion. In this
way the expression of identity is regulated, but rather
than changing it there is a serious possibility of
nullification. The solution makes us anonymous.
ACKNOWLEDGMENTS
Figure 9 – STORM SYSTEM (© MR¯D)
Does technology have the ability to shield and transform
the appearance and identity of humans in the new Alfa
era? In this sphere of development, the author feels that
it does. For the development of this project, the
interaction and integration between design and
technology gave birth to a wearable object , but it goes
beyond common sense’s understanding (symbol and
signifier) of the the human figure. When wearing
STORM SYSTEM, the user acquires a new identity and
becomes anonymous among its peers.
CONCLUSIONS AND DISCUSSION
As a product, the STORM SYSTEM is highly complex
in terms of both the shape and the materials and
technologies it uses. To achieve a good result
(development of a physical piece incorporating the
features planned in the conception phase of the idea for
Miguel Rios would like to express gratitude to the
patience shown by his design team who have worked
hard, and especially the professionals from CITEVE,
CeNTI and IBEROMOLDES that worked very close to
his design studio.
REFERENCES
Calvino, I. 1972. Le Città Invisibili. Turin: Guilio
Einaudi.
Capucci, P.L. 1994. Il corpo tecnologico. L'influenza
delle tecnologie sul corpo e sulle sue facoltà.
Bologna: Baskerville.
Giddens, A. 1982. Sociology: a Brief but Critical
Introduction. London: Macmillan.
Gore, A. 2006. An Inconvenient Truth. Emmaus:
Rodale Press.
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Haraway, D. 1991. Simians, Cyborgs And Women: The
Reinvention Of Nature. New York: Routledge
Howes, P., Laughlin, Z. 2012. Material Matters. New
Materials in Design. London: Black Dog
Publishing Limited.
King Jr., M. L., 2006 ‘Beyond Vietnam’, An
Inconvenient Truth, An Inconvenient Truth. Emmaus:
Rodale Press
Mazé, R. 2007. Occupying Time: Design, technology,
and the form of interaction. Stockholm: Blekinge
Institute of Technology Doctoral Dissertation
Series.
Neves, R. 2011. Diálogos do Corpo e da Tecnologia: Os
Assistive Devices e a Negociação de Significações
na (Des)Construção da Identidade. Aveiro:
Universidade de Aveiro.
Orta, L. 1996. Refuge Wear. Paris: Jean Michel Place.
Smith, M, Morra, J. 2006. The Prosthetic Impulse. From
a Posthuman Present to a Biocultural Future.
Massachusetts: Massachusetts Institute of
Technology.
Smith, M. 2005. Stelarc: The Monograph.
Massachusetts: Massachusetts Institute of
Technology.
Mead. G.H. [1913] 1982. The Individual And The
Social Self: Unpublished Work Of George Herbert
Mead. Chicago: David L. Miller. University of
Chicago Press
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HOW EXPERIMENTING WITH
NETWORKS AND THE DATA THEY
GENERATE CAN CREATE LAYERED
SEMANTIC AND VISUAL
COMMUNICATION DESIGN?
MIGLENA MINKOVA
MARIA MARTIN CARRASCO
M.MINKOVA@HOTMAIL.CO.UK
MERI.MCARRASCO@GMAIL.COM
ABSTRACT
This paper will look into whether experimenting
with networked processes and input in the
production of graphic design can challenge the
formal relationships between everyone involved in
the creative process, stimulate dynamic readings
and interactions and make use of contemporary
information chaos. Considering economy, social
structure and modern technology, parallels will be
drawn between theory and practical examples. This
will help to better illustrate the mechanics and
creative use of the network and the data it
produces, while setting up a broader research
context for design practitioners to reflect on.
INTRODUCTION
With the imminent collapse of the current economic
model, communication design has found itself to be
commercially unstable. In order to adequately respond
to the shrinking market opportunities and uncertain
social moods, many design practices have shifted their
focus away from fixed outcomes towards creating more
adaptive platforms and environments.
Supported by the networked convergence of technology,
the social aspects of Web 2.0 have significantly altered
the structure of society over the past decade. Today, the
way that people build their identities, relate and
communicate to one another, as a network of
interconnected and co-dependent units, is projecting the
ontology of a computer into culture (Manovich, 1998).
The cybernetic dream envisioned by 1960s Californian
ideology, has materialized into a society where
connections are more important than division, and
human beings linked by computers have the power to
collaboratively create their own kind of order (Curtis,
2011).
The rapid democratization of technology and the present
economic environment has allowed “distributed labour
networks [to be created] using the Internet to exploit the
spare processing power of millions of human brains”
(Howe, 2006). The ability of technology to connect
people globally has also erased the gap between
professionals and amateurs: this has cemented the open
source movement from which numerous community
based enterprises have sprung up, such as Wikipedia,
InnoCentive, iStockphoto, Wordnik and many more. To
further support the collective generation of content, the
Creative Commons license has fundamentally
challenged the former top-down methodologies of the
graphic design profession. The free circulation of
knowledge and content outside of the market sphere has
marked the move "towards a culture of the use of forms,
a culture of constant activity of signs based on a
collective ideal: sharing” (Baudrillard, 2002, p.9).
Recognising that the production of graphic design is no
longer limited to a privileged few, designers are slowly
abandoning the notion of authorship, in favour of a
more important asset: people.
Questioning the way designers are expected to work by
welcoming social engagement, and encouraging an open
public dialogue about their working methods and role in
society as a whole, designers have piloted controversial
projects in pursuit of an alternative, non-monetary value
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of their work. "No big idea, no one-size-fits-all and no
design as an author" (Davies & Parrinder, 2010, p.23)
The social moods of the time are also reflected in the
production of contemporary graphic design, through
putting considerably more emphasis on research.
Herbert Simon argues that:
design and design research share with
engineering a fundamental interest in
focusing on the world as it could be, on the
imagination and realization of possible
futures, as well as on the disclosure of new
worlds (Simon,1996 in Grand & Wiedmer,
2010, p.2).
In this regard, it is no surprise that research-oriented
graphic design practices are increasingly experimenting
outside of the commercial environment, with alternative
production processes, mutant outcomes, social
platforms, multiple communication layers and complex
interactions. This type of design practices often start off
with self-initiated projects that rely on a critical
reflection on "the contingencies of our world today, and
of the practices for creating, imagining, and
materializing new worlds” (Grand & Wiedmer, 2010,
p.2). It is exactly the methodology used in these
experiments that provide a practical key for
understanding the scope of the network, and its
relevance to the creative industry today.
CURRENT PRACTICE AND THEORY
Currently, only a few experimental designers are
reinforcing a resource-conscious mode of production,
increasingly using the public as a “responsive, reflexive,
and thereby a responsible and empowered entity”
(Varnelis, 2009). Allowing people to exercise a certain
amount of control within a set framework, provides a
diverse input which could be adopted at any point in the
creative process, and used for creating meaning and
materiality through collaborative negotiation. This has
slowly pushed the design discipline forward through
combining production and consumption in a creative
prosumption.
Extracting “unexpected but correlative, emergent
patterns” by setting up logical “conditions through
which the [design] process can take place“, has moved
the focus towards the logic of the process used, and the
resultant “formations rather than [the static final] forms”
(Wouters et al, 2008). These formations have enabled
graphic designers to detect emergent trends and to use
them in the creation of meaningful and response-able
communication.
On a larger scale, this methodology has prompted an
evaluation of the totalitarian approach to design, and an
elevation of an experimental set of processes that allow
dynamic models to be built for communication between
people, designers and clients. With the recognition and
popularisation of these processes, the mainstream
graphic design practice “has [also] become much more
fluid, interdisciplinary, it has become collaborative,
open sourced, networked and linked by ideas”
(Parrinder to Minkova, 2011).
The definition of the term 'networked' is not yet set, as it
is broadly used to describe different types of
collaborative production: both of material and
immaterial content, between everyone involved in the
creative process. Even though digital technology is
often used at a certain point of the production process,
the essence of these network experiments lies in the
logic behind the way the communication content is
handled, compiled and distributed.
A distinct feature of the work conceived in this way is
the visually inconsistent, occasionally disturbed and
seemingly arbitrary appearance of the outcomes. In
addition to controversial aesthetics, networked
processes used in design enable people to experience
communication in a subjective, more personal way,
demanding greater engagement and attention.
DATA AND METHODS
In this context, it is essential to interpret and
understand the complex factors at play within the
different networked processes used by graphic
designers. Also, it is important to recognise that the
qualities of a process are not automatically inherent to
the final functioning, or distribution of the work
produced. Despite the fact that some processes have the
appearance of objectivity and foster greater cultural
agency; they still may stem from subjective intentions
(Wouters et al., 2008).
In order to portray a coherent representation of these
processes, this paper will consider various primary
resources: including interviews with experimental
graphic design practitioners, visual culture theorists and
social innovators. Equally important for gaining a
comprehensive view of the subject will be examples of
my own emerging design practice, which will serve as
case studies in the discussion. These case studies will
illustrate the practical difficulties in realising
experimental projects, the visual qualities of the
outcomes produced and their future potential.
Bearing in mind that networked processes often coexist
with one another, their identification becomes
problematic without a wider social and cultural context.
Also, graphic design's lack of subject specific
terminology to describe the dynamic relationships
between everyone involved in the creative process
further hinders the rigorousness of the discussion.
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As “we need to [begin to] develop a vocabulary to talk
about it so we can unpick what is really happening”
parallels will be drawn between terminology, theory and
concepts from other fields (Parrinder to Minkova,
2011).
These parallels could be used to further guide the
discussion about possible future developments and
large-scale cultural impacts of network-based graphic
design. After all, speculation is one of the most
underestimated elements of critical discourse, which
pushes against graphic design’s persistent attempts to
establish a concrete academic base. Without that
confrontation, it is often the case that these attempts go
in completely the opposite direction to that of
contemporary culture.
CASE STUDIES
This, That and the Other
Despite the fact that new media products are considered
anti-narrative, it is exactly their limitations and
constraints that prompt people to constantly try to draw
personal trajectories, through the sheer number of
algorithmic options available (Manovich, 1998). One
way of doing this is found in the process of tagging. It
represents a non-hierarchical form of organisation
where individuals can make sense of information,
without following a predesigned structure. Social
bookmarking applications such as Delicious and Diigo
have set the scene for the development of shared online
tag vocabularies, known as folksonomies. This
decentralised form of content organisation could be
used, not only to provide insights into what specific
visual or textual content means for different people, but
also to foster a variety of readings of the same content.
Figure 1: Three copies of printed matter from each stage of the
project This, That and the Other.
The first stage is concerned with the conscious decisionmaking process in graphic design, where all of the
elements are largely dependent on the designer’s
experience and skills. Laying down the content for the
initial publication in this way marks the first step of a
continuous exercise in experimental editorial and
narrative combinations (see fig.2).
This self-initiated project This, That and the Other aims
to examine the application of archival methodology,
extensively used as a form of contemporary art practice,
as well as the concept of tagging in the context of
editorial design. For this purpose, a series of
experimental publications are printed - the text of which
references key art works such as Gerhard Richter's
Atlas, Aby Warburg's Mnemosyne Atlas and Christian
Boltanski's The Reserve of Dead Swiss - and illustrates a
speculative dialogue on the possible translations of the
concept of archiving in the sphere of graphic design.
This practice-based research project is split into three
distinct stages, each dealing with different ways of
laying down content and culminating in colour-coded
copies of printed matter (see fig.1).
Figure 2: A flat layout and folded print sample from the first stage of
the project This, That and the Other.
In the second stage, each element of the layout is taken
out of the confines of Adobe InDesign software and put
into the Processing environment: where mathematical
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operations govern the composition of visuals and text.
The deconstruction of the text into individual
paragraphs allows for an automated layout production,
with random semantic order (see fig.3).
Figure 4: A flat layout and folded print sample from the third stage of
the project This, That and the Other
Figure 3: A flat layout and folded print sample from the second stage
of the project This, That and the Other.
Using a programming platform as design tool to
compose the layout, enables a parallel to be drawn
between the algorithms embedded in the software, and
the conscious decisions made in the process of
designing. In order to completely avoid any
premeditated outcomes, the random function of the
Processing library is employed: this allows the
possibility for entropy to exist in a designed
environment. Every time the Processing sketch is run a
new layout is generated and exported, ready for print.
The third stage is focused on testing the variety of
narrative compositions that could be made through
retaining the original location of the elements as anchor
points for new arrangements. Each paragraph and image
is indexed with parameters: such as time of writing,
alphabetical order of the source, character length and
the time the content was encountered. Incorporating this
data in the Processing sketch means that there is the
possibility to filter the content in relation to a chosen
parameter. In this way the similarity of the structure of
the initial layout is preserved, but different meanings
and visuals are created “through mutations of
connection and disconnection” of the text (Foster, 2004,
p.6) (see fig.4).
The resultant set of printed materials not only illustrates
the variety of layout combinations and the plurality of
readings that they could have, but also serves to propose
alternative orders and association methods of reading.
Subjective to these factors the project remains open as
“a possible portal between an unfinished past and a
reopened future” (Foster, 2004, p.15).
Moreover, it is important to emphasize that despite the
textual interruptions and visual chaos; the semantic
relations between all elements are preserved and could
be altered at any time. This quality was recognised on
closer inspection by a small percentage of the audience,
who were already familiar with the texts used. From the
audiences' point of view, this revealed that a layout
system based on cross-referencing and intertextuality of
content required much more engagement, but could
potentially bring new insights and perspectives.
For the designer, systematically transforming the
content and recording the seemingly random visual
representations, this provides a playful way for creating
an expanding array of unstable and ever-evolving
outcomes. The documentation of this project brought up
the question of whether visual and semantic order could
both be considered on an equal level when "creating a
rich editorial experience" (Lucas, 2012) (see fig.5).
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Figure 5: A book documenting the project This, That and the Other.
The relevance of This, That and the Other to the wider
scope of Nordes13, is the ongoing and experimental
nature of the process of its creation. At its core, it
questions many of the established rules of layout and
legibility, while offering an alternative, equally logical
reasoning for the allocation of text. The methodology
used in this project uses critical reflection to maintain
the relation between the "inner system" of the layout
and "the communication goal" of the printed materials,
independent of variations in the parameters (Simon,
1996, p.6). Despite that this example only adopts ideas
from art in a literal manner; it also shows design’s
potential to comment critically on its own
methodologies.
Although This, That and the Other has an editorial
focus, contemporary graphic designers experimenting
with non-hierarchical and meta processes believe that
there is further potential to explore combinations of
different elements with the aid of community, and their
changing notions of these different elements (Wouters
to Minkova, 2011).
Commercially-realized projects include Jonathan
Puckey's design of SMBA's website, which confronts the
art community with their use of language, and allows
people to research these changes over a period of time
(Puckey to Minkova, 2011); and NodeBerlin's design of
the printed publicity for Oslo’s Contemporary Music
Festival - Ultima 2011 - which uses Google image
search to form the collaborative visual identity of the
event.
Greetings from Google
methodologies and processes with technological
innovation, in order to grasp the context in which
contemporary culture operates. With the ability of
technology to freely reproduce content, the artistic
question is no longer: “what can we make that is new?”
but “how can we make do with what we have?”
(Bourriaud, 2002, p.17). Following the pattern of the
“immaterial production of information and its
distribution through the network”, contemporary
graphic design practices could embrace the network as a
dominant form of organization and a centre of the
creative process (Varnelis, 2009).The Internet as a
system contains a vast amounts of data - user generated,
pre-designed, shared or structural - which offers
multiple subtle communication paths for engaging with
the public.
For example, online knowledge aggregators such as
Google provide almost instant access, rooted and hidden
behind the algorithmic handling of information,
generated by millions. This takes the form of metadata
or in other words: unconsciously generated content.
The project Greetings from Google presents a collection
of such unconsciously generated content, as people
become essential and active vehicles of production. This
project uses Google Instant, a search optimization,
which provides users with popular search queries as
predictions when they type. This feature is active on the
majority of Google's local domains. The locality of the
predictions given on each Google domain is calculated
and measured up against a body of popular queries. If a
certain local query prevails, it is included as a prediction
on the relevant domain. Also depending on the browser
settings, Google predictions could combine the
popularity of personal search queries with communal
ones, hence providing a custom-tailored search
experience. This pre-designed environment could be
used by designers to extract collectively conceived data
and meaning on various topics, which could later be
used to subvert or enhance their communication goals.
The functionality of this algorithm lies at the core of this
project, which aims to capture invaluable semantic
knowledge extracted from Google’s search engine.
Based on the predictions derived from conjugating the
verbs “to be”, “to have” and “to do”, the results tackle
the question of national identity in a poetic way.
Relevant at the present but slowly updating and sinking
into obscurity, the collection of a hundred sixty-six
unique predictions produced as a result is committed to
print in the form of greeting cards (see fig.6).
By “inventing protocols of use for all existing modes of
representation” contemporary graphic designers are
expected to seize “the codes of culture, all the forms of
everyday life, the works of the global patrimony”, and
make sense of them (Bourriaud, 2002, pp.17-18). This
colossal task requires them to integrate production
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reflects the current interests of particular groups of
people - through ephemeral snippets of information making up a temporary and autonomous collection of
search memorabilia. Despite some of the nonsensical
content extracted from ‘the Internet of things”, which
may seem detached from our daily lives, this project
illustrates that it “isn’t [really] about the things; it’s
about us” (Goetz, 2011). The printed ephemera itself
explores the possible stories which data could reveal, as
our daily use of technology is enriching the online
environment with emotion and personality.
Figure 6: A sample of unique search predictions from the project
Greetings from Google.
They show a mixture of quite ambiguous, current and
often humorous search terms, the most interesting of
which display clear regional differences and hidden
links between the interests of separate nations. The front
of each card has the first Google image and a map from
each of the respective countries (see fig.7).
Although the interaction of Google users is not intended
to be participative, it may seem passive and limiting to a
certain extent. The relevance of this project to
developing new research paths for graphic designers lies
not only in finding creative ways of extracting
collaboratively-conceived content and displaying metarealities, but also in the consecutive use of this
additional knowledge. Socially, it resonates with
Venessa Miemis’s idea of hyper-connectivity, and
shows the potential of graphic designers to become
meme creators, as a part of a bigger community change
(Lewis to Minkova, 2011).
Text Box
Embraced during 1960’s Cybernetics movement,
feedback loops have paved the way for the development
of today’s interactive technology. The simple logic of
the feedback loop, “action, information, reaction”, is
also used in graphic design (Goetz, 2011). Recursion, as
a principle, is used not only as a visual effect but also as
a way of critically commenting on our present obsession
with technology.
Today, many words are falling into oblivion whereas
others are constantly acquiring new meanings. The use
of technology is mutating the way that we use words,
imposing restrictions, confining grammar and creating
generic vocabularies. Using voice recognition, the
project Text Box explores the loss of language and the
limitations of technology by continuously playing with
the sound present in its immediate environment.
Figure 7: A display of greeting cards from the project Greetings from
Google.
In this sense, Greetings from Google displays a
convenient aggregation of up-to-date information which
Text Box presents a contemporary approach to the
Surrealist technique of writing, known as automatic
writing; this consists of writing without being
consciously aware of its content. This project uses a
letter from Rainer Maria Rilke’s Letters to a Young Poet
as a starting point, and employs computerised writing
without any coercion: so that the process is triggered by
the sound picked up from its immediate environment. A
critical moment in the functioning of the installation is
the software’s ability to interpret the sound, as a word
restricted to the grammar file embedded within it which instead of being a generic everyday vocabulary,
consists of over a thousand nouns extracted from
Rilke’s original text (see fig.8).
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Figure 10: Text Box installation.
Figure 8: Info graphic explaining the conceptual structure of the
project Text Box.
The match between the input and the grammar file is
then displayed on the screen, continuously
reconstructing the original letter; regenerating its
content and meaning, while keeping its original
grammatical structure intact (see fig.9).
Figure 9: A printout of different versions of Rilke’s Letters to a Young
Poet.
This ambitious use of voice recognition has no
functional ends: it is used to rewrite the content using
only its source. Each reconstructed version is a subtle
product of interaction, triggered intentionally or
unintentionally by the public, or inadvertently by the
environment in which the installation is placed (see
fig.10).
In this case, the interaction required is reduced to a
minimum. As the public is naturally drawn to the
familiar read-write aspects of the voice recognition
technology, this project confronts people with the
inability to influence the results to the extent expected.
Instead of obeying the voice of the public and
displaying their words, the software uses its algorithms
to associate the input with its vocabulary file,
significantly narrowing down the options available. This
peculiarity becomes the centre of interest for the
members of the public, who carefully observe its
functioning.
As difficult as it is to say something new within the
closed circuit of this recursive process, what is
important to recognise, beyond the mechanical aspect of
this process, is the potential to convey and amplify
information well beyond its immediate use or
appearance (MoMA, 2011). It is within the power of
designers to experiment with methodologies which
derive from technology, in order to communicate the
possibility of information amplification to the public.
Contemporary graphic designers, fascinated by the
critical and psychological potential of the feedback
loop, consider that "the key work in this direction is
[still] about to be made” (Wouters to Minkova, 2011).
CONCERNS
When considering ethical issues, experimenting with
network processes raises some questions concerning the
agency, motivation and privacy of everyone consciously
or accidentally involved in the creative process.
In this context, when the designer is not the sole creator
of meaning and content, it is debatable who should be
responsible for determining and applying such ethical
judgments. On the one hand, when carefully considering
the ethical aspects of the type of processes they use,
some designers are guided by the principle that “there
are always design constraints and these usually include
an ethic” (Eames, 1972 in Wouters to Minkova, 2011);
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hence, applying the same ethics to the processes as they
would to the end result. On the other hand, network
processes “give enough freedom to people to choose
whether to be ethical or not “(Puckey to Minkova,
2011). In this case, it is possible that the ethics
governing the design process follow the rule of thumb
determined by a self-regulating network of people.
Another point that could be an issue is the subliminal
sense of a greater degree of social agency that
networked processes give. In order to communicate the
extent that social agency is real, graphic designers
should define the amount of control people have in
participatory and collaborative environments, by clearly
assigning their role from the outset of every project.
“Users are using, not giving, audiences are looking, not
acting, and participants are participating, and not
creating“ (Wouters to Minkova, 2011). This makes the
difference between designing something that facilitates
a good democratic process or a bad one (Parrinder to
Minkova, 2011). However, in terms of infrastructure
and accessibility, some parts of this global social agency
are still largely a subject of governmental censorship
and monitoring.
Motivation is another key element used in networkbased graphic design. The proliferation of open source
and online media has indicated a shift from extrinsic
motivators, such as financial reward, to intrinsic ones.
Hence, some of the main reasons for people to take part
in creative crowdsourcing are their desire to gain peer
recognition, to develop creative skills and to have fun at
the same time (Brabham, 2008). Understanding what
drives people’s motivation is essential for graphic
designers, as it allows them to creatively collaborate
with the public. However, the scale at which usergenerated content could be used for free remains an
ethical gray area, which is only regulated by the
satisfaction people get from being a part of something
they believe in.
As graphic designers experiment with technology and
online content, privacy also becomes an issue of
growing importance. The storage and use of personal
data, as well as the advances in mining data mean that
people can find information more easily than ever
before. While the Creative Commons license has
brought a lot of public awareness to the royalty-free use
of image and text content online, the regulation of
metadata and the ethics of extracting content through
non-hierarchical processes are still not widely
discussed. This moot point, only limited by the ‘creepy
line’, is currently confining graphic designers to use
only the tip of the available online content (Puckey to
Minkova, 2011).
CONCLUSION
Despite ethical reservations, the use of networked
processes in graphic design forms an evolving strand of
current design research and development. Through
experimentation, designers test the rigidity of the formal
roles of all involved in the creative process. Existing
between theory and interdisciplinary innovations in
current technology, sociology, anthropology and
economics; networked processes allow designers to
concentrate their practice on extrapolating alternative
modes of production and communication. Individually
or in various combinations, these processes update the
working methods of contemporary practitioners, by
engaging them in an open dialogue with the public. The
conceptual scenarios that design practitioners build as a
consequence of social, political, and cultural interaction
expose the diversity of public input and further facilitate
the collective generation of content and meaning
(MoMA, 2011).
Advocating a more resource-conscious and responseable form of communication, graphic design powered
by human intelligence has distinctly behavioural
characteristics. Yet these characteristics release design’s
creative potential to collect, update, aggregate, display,
monitor and influence change on a large scale.
Dr. Gesche Joost sees the graphic designer as "taking on
the role of mediator", able to conduct theoretical
research while at the same time having problem solving
abilities (Joost in Schmidt, 2009). Operating outside of
commercial constraints, designers are able to evaluate
situations and find qualitative solutions which are not
necessarily associated with any financial turnaround.
The combination of networked processes and
technology could also activate further applications in
documenting and forecasting social trends. With regards
to theoretical production most of the changes are "subtle
and only appear radical in retrospect” (Varnelis, 2009).
For example, extracting semantic knowledge from
social networking platforms such as Twitter, could help
to “determine the attitudes towards various subjects and
their evolution over time” (Tambouris, et al, 2011,
p.50). The systems that graphic designers create can
capture the nuances of change over long periods of time,
and explicitly display them in reality. This creativelyconceived data could be invaluable in the context of
e-governance and politics, where non-hierarchical
methodologies and “modern developments in public
choice theory” challenge the bureaucracy of public
administration (Ostrom, 1983, p.1).
Currently at an experimental stage, network-based
graphic design demonstrates the ability to communicate
with an exciting array of visuals, which exists on the
border of order and chaos, and requires an in-depth
engagement and intellectual input on behalf of the
public.
By experimenting with alternative methodologies
graphic design can
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use the whole world to communicate,
transforming it into a live stage for an
information parkour and enriching our
lives with emotion, motion, direction,
depth, and freedom (MoMA, 2011).
In this broad context, the main responsibility of
contemporary design practitioners is to recognise the
potential of systematic thinking and creativity, to
“produce singularity and meaning from a chaotic mass
of objects, names and references that constitutes our
daily life" (Bourriaud, 2002, p.17).
ACKNOWLEDGEMENTS
I would like to thank Jonathan Puckey, Roel Wouters
and Monika Parrinder for the time they have taken to
give me interviews to support my work. Also, Nicola
Rae and Sue Dogget for their continuous support and
Meri Martin Carrasco for making our collaborative
work a real pleasure.
REFERENCES
Bourriaud, N. (2002) Postproduction: culture as
screenplay: how art reprograms the world. New
York: Lukas & Sternberg.
Brabham, D. (2011) Flow: The Myth of Amateur
Crowds [Internet] Available from: <
http://flowtv.org/2011/01/the-myth-of-amateurcrowds/> [Accessed 6 December 2011]
Curtis, A. (2011) All is Watched Over by the Machines
of Loving Grace. London: BBC2 6 Jun 2011, 21:00.
Available from:
<http://topdocumentaryfilms.com/all-watched-overby-machines-of-loving-grace/> [Accessed 15
January 2012]
Davies, C. & Parrinder, M. (2010) Limited language:
rewriting design: responding to a feedback culture.
Basel: Birkhäuser.
Foster, H. (2004) An Archival Impulse. October. Issue
110, pp.3–22.
Goetz, T (2011) Harnessing the Power of Feedback
Loops. Wired. [Internet] 19 June. Available
from:
<http://www.wired.com/magazine/2011/06/ff_feed
backloop/> [Accessed 24 November 2011]
Howe, J. (2006) The Rise of Crowdsourcing. Wired.
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from:<http://www.wired.com/wired/archive/14.06/c
rowds.html?pg=1&topic=crowds&topic_set=>
[Accessed 8 December 2011]
Lewis, H. (2011) Interview with the author. London, 20
September. [Hannah Lewis is a social innovator
and interim manager at Brixton Reuse Centre,
Remade In Brixton]
Lucas, G. (2012) Degree Shows 2012 Camberwell
College of Arts. Creative Review Blog, 21
June.[Internet] Available from:
<https://www.creativereview.co.uk/crblog/2012/june/degree-shows-2012-camberwellgraphics-illustration-and-more> [Accessed 13 April
2013].
Manovich, L. (1998) Database as a symbolic form.
Cambridge. MIT Press. [Internet] Available from:
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bolicform.pdf> [Accessed 1 December 2011]
MoMA (2011) Talk to Me Exhibition [Internet]
Available from:
<http://www.moma.org/interactives/exhibitions/201
1/talktome/> [Accessed 7 January 2012]
Ostrom, V. (1983) Nonhierarchical Approaches to the
Organization of Public Activity.The Annals of the
American Academy of Political and Social Science
[Internet] vol. 466, March, no. 1, pp. 135-147.
Available from:<
http://ann.sagepub.com/content/466/1/135>
[Accessed 23 March 2012]
Parrinder, M. (2011) Interview with the author. London,
27 September. [Monika Parrinder is the co-author
of Limited language: rewriting design: responding
to a feedback culture. She is also a Critical and
Historical Studies tutor at RCA and Senior Lecturer
in Visual Culture and Theory at LCC.]
Puckey, J. (2011) Interview with the author.
Amsterdam, 03 November. [ Jonathan Puckey is a
graphic designer, part of the Conditional Design
collective and studio Moniker. He teaches Graphic
Design at the Gerrit Rietveld Academy in
Amsterdam, the Yale University School of Art in
New Haven and the ECAL University in Lausanne.
His work explores the mixture of automated
processes and human intelligence.]
Schmidt, F. (2009) Is the design profession at risk
thanks to globalised hordes of Web-savvy
amateurs? Eye Magazine. [Internet] Issue 74,
winter 2009. Available
from:<http://www.eyemagazine.com/opinion.php?i
d=170&oid=511> [Accessed 29 January 2012]
Simon, H.A. (1996) The Sciences of the Artificial. 3rd
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the_law_is_strangling_creativity.html> [Accessed
20 February 2012]
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Teufl, P. & Kraxberger, S. (2011) Extracting Semantic
Knowledge from Twitter. In: Tambouris, E. et al,
ed. Electronic Participation, Third IFIP WG 8.5
International Conference, ePart 2011, Delft, The
Netherlands, August/September 2011. Proceedings.
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Springer.
Varnelis, K. ed. (2008) Networked Publics. Cambridge:
MIT Press.
Varnelis, K. (2009) The Meaning of Network Culture.
Kulturos Barai. Issue 9, pp. 66-78, 2009. [Internet]
Available
from:<https://docs.google.com/viewer?url=http://w
ww.kulturosbarai.lt/uploads/news/id32/KB_2009_9
_pdf.pdf> and
<http://www.eurozine.com/articles/2010-01-14varnelis-en.html> [Accessed 21 December 2011]
Wiener, N. (1968) The human use of human beings:
cybernetics and society. Revised ed. London:
Sphere Books.
Wouters, R. et. al., (2008) Conditional Design [Internet]
Available from:
<http://www.conditionaldesign.org/manifesto>
[Accessed 18 November 2011]
Wouters, R. (2011) Email Interview, 15 November
2011. [Roel Wouters is trained as graphic
designer,works in the field of interaction, media
design and film ; part of the Conditional Design
collective and studio Moniker. For the past few
years he has been teaching interactive and graphic
design courses at the Gerrit Rietveld Academy, the
Sandberg Institute, Yale University School of Art
and the Piet Zwart Institute.]
IMAGES
All images are courtesy of the authors.
COLUMNS ON THE FINAL PAGE SHOULD BE OF EQUAL LENGTH
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NON-DIRECTIVE EXPERIENCE DESIGN
MORTEN WINTHER
IT UNIVERSITY OF COPENHAGEN
MWLA@ITU.DK
ABSTRACT
How do we design ambiguous and non-directive
interactive artefacts that offer multiple ways of
engagement? This article presents the initial
thoughts on the form-giving of tangible interactive
prototypes for practices that demand nonauthoritative designs without specific functionality.
In a project designing for children with profound
cognitive disabilities, we adopt a shift towards a
holistic user understanding and material and
expressional explorations as key strategies for
addressing their emotions and senses, rather than
focusing on cognitive advances. The result was
two exploratory interactive sensory pillows with a
variety of different expressions and modes of
interaction. We propose how design for nondirective practices can be framed by initial
articulations of the desired experiences, emotions
and senses, based on empathic insights of the
users. From these, we suggest to experiment with
various materials to explore potential forms for
ambiguous designs that allow for a multiplicity of
ways of interacting with them.
INTRODUCTION
In recent years, more attention towards the overall
experience of interacting with technology has emerged
(Hassenzahl 2011; McCarthy & Wright 2004; Petersen
et al. 2004; Wright et al. 2008). New perspectives on the
relationship between users and digital artefacts allow for
a holistic focus on people’s emotional, intellectual, and
sensual engagement with digital products. Aesthetically
oriented approaches to the design of digital technology
allow for explorations on new design domains that do
not solely focus on technology and task-solving. This
invites interaction designers to work with new contexts
where function is secondary to aesthetic experiences.
In this article, I wish to present the initial thoughts on
designing for practices that are non-directive. Nondirective practices are practices that do not have a
formal focus on performance or on achieving goals, but
instead invites to enjoyable experiences that allow for
multiple, ambiguous, and co-existing interpretations
from its participants. This article is based on a project
about designing for the specific non-directive
pedagogical practice of Snoezelen. This will be
elaborated in the “Background”-section.
Not designing for a goal or specific function requires us
to approach the design process from new perspectives.
In this article, I present the initial thoughts on how to
approach the form-giving of interactive tangible designs
for a practice that has no focus on performance, but
instead aims at giving children with profound cognitive
disabilities, non-directive experiences that engage their
physical sensory systems for the purpose of well-being.
I propose a three-step approach to non-directive design.
Initially, the desired experiences are articulated in a
design programme. This design programme is
manifested in various material experiments, as it will
allow us to embrace ambiguity and aesthetic in the
design process, rather than focusing on functionality.
Finally, these explorations will lead to designs that are
open to interpretation by the users.
RELATED WORK
Interaction design is the process of shaping digital
artefacts (Löwgren & Stolterman 2005, p.7). Vallgårda
(in press) explains this process as the practice of formgiving and argues for an understanding of the computer
as a design material (Vallgårda & J. Redström 2007).
With the material turn, interaction designers can give
form to interactive artefacts (and environments) with
attention to its aesthetic expression. This allows for
designing for experiences, rather than functionality. In
the following, I will present relevant aspects to this
article. I will elaborate on a material view on computers
as well as on aesthetically oriented and experience
design. Then, I give an overview the role of
ethnography in interaction design. Lastly, I briefly
introduce how ambiguity can be embraced in design.
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AESTHETICS AND EXPERIENCE DESIGN
Distinguishing between two overall approaches to
aesthetics, Petersen et al. (2004) have introduced
pragmatic aesthetics as a framework for discussing the
experience qualities of interactive systems; not as an
added feature, but as an integral element of digital
artefacts. Pragmatic aesthetics enable us to move
beyond discussions on immediate attractiveness, instead
highlighting aesthetics as something that engages the
users in curious and imaginative explorations of the
designs (ibid).
Figure 1: The three form-elements of the interaction design trinity
(Vallgårda (in press))
COMPUTERS AS A DESIGN MATERIAL
When interactive designs are given physical form, the
materiality and expression of them become pivotal
elements to consider during the design process.
Contributions to a material understanding of
computational technology suggest considering
computers as a material like any other (Hallnäs & J.
Redström 2002; J. Redström et al. 2005; Vallgårda & J.
Redström 2007; Vallgårda & Sokoler 2010).
Understanding computers as a design material allows
interaction designers to work with the form and
expression of interactive systems (Vallgårda & J.
Redström 2007; Vallgårda & Sokoler 2010).
Computational technology will always be part of a
composition with other materials, as it does not in itself
have any perceivable form (Vallgårda & J. Redström
2007). Vallgårda (in press) proposes three formelements, which interaction designers have to consider:
Physical form, temporal form, and interaction gestalt
(Figure 1). Physical form is the three-dimensional shape
of the design that is perceivable through the human
sensory apparatus. The interaction gestalt, as Vallgårda
(ibid) articulates it, “is the performance of movements
that a user(s) will do in relation to the thing”. The third
element is temporal form and is the temporal pattern of
computational state-changes.
When designing for functionality, the form or
expression of the design is often derived to support
these desired functionalities. However, Hallnäs and
Redström (2002) argue how it is also possible to take a
starting point from the expression of materials and from
this, discover various functionalities. This enables
designers to explore how compositions of other
materials and computational technology can take
physical form and bring forth functional qualities. This
drives the design experimentation from an aesthetic,
rather than functionalistic point of view (ibid). When
designing for non-directive practices, we design for
ambiguous interaction defined by the user. But still, as
designers, we need to invite for this interaction. Later in
this article, I will discuss how the three form-elements
can be embraced to invite the users in ambiguous
interaction.
Drawing on the concept of pragmatic aesthetics, Wright
et al. (2008) have developed the notion of experiencecentred design. Central to this design approach is an
understanding of the users, not as people using
computers, but as persons with feelings, emotions, and
thoughts. By always already being situated and engaged
in experiences, people’s experiences are constituted as
relations between the user, the artefact, and the given
situation (Wright et al. 2008).
As interaction designers, we are only able to create
digital artefacts without control of how a given user will
understand it in relation to a given situation (J.
Redström 2008; Wright et al. 2008). Designers can only
provide the object. How this object can become part of
an experience depends on what the users bring to the
interaction. In order to design for people’s experiences,
we need insights into the way users are emotionally,
sensually, and intellectually making sense of the world
(Wright et al. 2008). A shift towards pragmatic
aesthetics does not call for a new methodology of usercentred design; instead, our way of approaching it
should be with a higher sensibility towards user
empathy, rather than defining user needs and
requirements (Petersen et al. 2004; Wright et al. 2008).
ETHNOGRAPHY IN INTERACTION DESIGN
Since the early 1980’s, ethnographic methods have been
adopted in the HCI and interaction design communities
as a resource for user understanding and a way to look
into people’s needs and requirements (Blomberg et al.
2003). As Bloomberg et al. (2003) describes,
ethnography is anchored in an underlying assumption of
understanding activities based on observations of them
within the setting they occur. Furthermore, the activities
are to be understood within their larger social and
physical context; thus, leading to a more holistic view
on the activities at hand (ibid).
Crabtree (1998), discussing the role of ethnography in
participatory design processes, argues how user
understandings, brought about by ethnography, helps to
guide the design of future interactive systems and to
avoid tunnel vision, that is, ”designing the perfect
solution for the wrong problem” (ibid, p. 61). However,
as we wish to design for ambiguity in a non-directive
practice, no right solution for the right problem exists. If
anything, multiple ambiguous solutions co-exist.
Ethnography has thus not been used to avoid designing
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for the wrong problem, but rather, to get this empathic
and holistic understanding of the children needed to be
able to design for experiences in the Snoezelen practice.
Furthermore, Blomberg et al. (2003) use the
ethnographic insights to frame design problems and
create users models. In this article, ethnographic
insights are used in the form-giving processes, which in
turn give a different use of ethnography than the one
presented by e.g. Blomberg et al. (2003).
how textile-based tangible designs could bring
interactive qualities to the Snoezelen practice and allow
the children to engage in the interaction with the designs
on their terms. Designing for Snoezelen opens up a
design space that allow for ambiguous and non-directive
designs. We are not designing for specific tasks with
authoritative artefacts. Instead, we design ambiguous
designs for the children to explore because the designs
are part of enjoyable sensory experiences.
DESIGNING FOR AMBIGOUS USE
METHODS AND DESIGN EXPERIMENTS
When we design for non-directive practices we need to
embrace ambiguity and co-existing interpretations of the
designed artefacts. In their article from 2003, Gaver et
al. discuss how ambiguity should not always be
considered a problem in HCI, but instead can be used as
a resource for design.
This article reports a design methodological reflection
of the work carried out in our collaboration with the SID
project. The project was based on an exploratory and
constructive approach, driven by the creation of
different tangible design experiments. The approach is
similar to that of research-through-design (J. Redström
2007; Binder & J. Redström 2006) and constructive
design research (Koskinen et al. 2011). Constructive
design research is framed by design programme. The
programme defines what the subject of investigation is,
and through various explorations our understanding of
the design programme evolves; thus, the programme is
not statically defined, but rather a dynamic framework
(Binder & J. Redström 2006). Although the explorations
can be of different kinds, all are constructed and build
as tangible experiments. Each constructed experiment is
an exploration of the design programme and, thus,
becomes an embodiment of theory (Koskinen et al.
2011, p.60). To inform our experiments, we performed a
series of observations of the Snoezelen practice. From
this we did various in-lab explorations, which led to the
creation of two prototypes. These prototypes were
introduced to the children and staff at one of the centres.
Sengers and Gaver (2006) further discuss ambiguity in
design as a way not to stress one single authoritative
interpretation for the user, but allow for multiple coexisting, possible inconsistent, interpretations. Through
an identification of six strategies for designing for
ambiguity, they elaborate on how to support multiple
interpretations in the design process. One of these
strategies is to consider the design as a ’blank canvas’
for the user to explore and interpret in many possible
ways. With their article they argue how interaction
design for ambiguous interpretations must change its
focus to how to support and make possible multiple user
interpretations.
BACKGROUND
This article is based on a one-year collaboration with
the design research project SID – Sensuousness,
Interaction, and Participation (in Swedish: delaktighet)
– at Certec, University of Lund (SID.desiign.org n.d.).
The project explores the potential of tangible and
interactive designs in multisensory environments called
Snoezelen (Larsen & Hedvall 2012). Snoezelen is a
pedagogical and therapeutic practice that encourages
children with profound cognitive disabilities to engage
in sensory stimuli and arousal for a sense of well-being
(Mertens 2008). The children are supported in
experiencing and engaging in their own pace by
utilization that places no demands. Snoezelen has no
formal focus on therapeutic outcome, but the
pedagogical staff adapts the physical sensory
environments to each child to help him or her find the
needed calmness or impetus to engage in the world
(Larsen & Hedvall 2012).
SID is set up around a participatory design process
including three Snoezelen centres with staff and 25
children. All children are school age and have cognitive
disabilities. Furthermore, some of the children have
reduced eyesight, more than half of them are wheelchair
users, and none of them have a conscious language.
During our collaboration with the SID project, our
design programme (J. Redström 2007) has explored
IN-SITU OBSERVATIONS
To form a basis for designing for the particular practice
of Snoezelen, various preliminary in-situ observations
were done at the three centres during four months. This
allowed for experiencing the interaction between the
child and practitioner firsthand; thus, leading to a more
natural and holistic understanding of the context
(Blomberg et al. 2003).
Although the firsthand observations gave significant
insights into the Snoezelen practice, it was not possible
to be present at the centres at all times. Therefore, the
staff recorded the project children when they were at the
centres. This way, we had access to study and analyse
the context through the video material, just as it would
serve as a medium for collaboration and reflection
among the entire project team (Suchman & Trigg 1992).
MATERIAL EXPLORATIONS
To explore how interactive textiles could contribute to
the children’s sensory experiences, we performed a
series of material investigations to get an understanding
of different textile qualities. We explored a variety of
different types of textiles and how they gave different
stimulus when using hands, face or entire body in the
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interaction with them. This approach is similar to
Schön’s (1992) notion of reflective conversations with
materials, where we, as designers, explored the textiles
in dialogical sketching.
Furthermore, we investigated the possible temporal
forms of the textiles through improvised user
enactments (Arvola & Artman 2007). Based on our
established understanding of the children and the
Snoezelen practice, we enacted different scenarios to
explore how the different textiles afford different
relevant tactile and sensory qualities. Working with the
textiles and seeking for material qualities allowed us to
get a sentiment and understanding of how textiles allow
for various interaction gestalts that give multiple
sensory experiences. These material explorations were
essential to the further form-giving process, and
exploring the expression of the materials revealed
potential interaction gestalts (Vallgårda (in press)).
In the enactments we gave temporal form to the
materials by improvising possible reactions in the
textiles, based on the way we interact with them. By
enacting as both child and “computer” we sketched
possible dynamic aspects of the interaction, exploring
how textiles could be in composition with sensors and
actuators and behave to the way the children interact
with the world (ibid); thus, exploring the intersection
between potential interaction gestalts and temporal
forms.
SKETCHING AND PROTOTYPING
After the material explorations, we created different
prototyping experiments that combined textiles, sensors
and actuators to concretise our design space. Where the
material explorations were especially investigating the
social and sensory aspects of interacting with textiles,
the different prototypes were used to explore how
textiles in combination with computational technology
could actually be implemented in designs to be
introduced to the Snoezelen practice (Houde & Hill
1997).
Firstly, we experimented with changes in the
expressions of buttons if they were created from soft
textiles, e.g. sponge foam. Secondly, with thermocromic
ink and a Peltier element, we were curious on what
sensory experiences could emerge from temperature and
colour changes in the textile itself. We painted different
patterns of thermocromic ink and sewed conductive
thread into the textile that would generate heat when
powered, to explore multiple expressions. Thirdly, we
developed two prototyping designs to be introduced to
the children. The two prototypes were both build onto a
pillow with a LED-string attached to them (Figure 2).
On one, small threads of both conductive and regular
yarn were attached to it. When the yarn is stroked the
LED-lights change. The conductive yarn is placed in
three rows that are individually insulated. When the
threads of conductive yarn is put together (through the
stroking movements in the interaction) the circuit is
connected. The pillow is divided into four areas that can
either be switched on or off. Through Arduino, the LED
light will in certain colour patterns as a function of the
number of activated areas.
On the other, a piece of tulle is placed in a layered
setting. Depending on the way the tulle is kneaded the
LED-lights change colour. Below the tulle, a piece of
conductive fabric is sown on top of the pillow. When
the fabric is connected to a circuit, it is possible to
measure the distance form the fabric to a person’s hand
or body as a capacitive sensor. This allows us to
measure the distance between the hand of the surface
and the pillow. This is used as an input that changes as
the child is interacting and kneading the tulle (moving
his or her hands closer or further to the pillow. The
input from the capacitive sensor is processed through
Arduino to an output in the LED light.
INTRODUCING THE PROTOTYPES TO THE CHILDREN
The two prototypes were given to one of the centres to
evaluate how the pillows could be a part of their
everyday practice. Both in terms the staff’s ability to
frame possible experiences for the children, as well as,
the children’s interaction with them and how they would
ascribe meaning to them.
Although, the prototypes were designed with the
children in mind, it is never possible to foresee all
various ways the children would engage with them (J.
Redström 2008). As we wished to understand how
intelligent textiles could be relevant for the Snoezelen
practice, it was important to look at how they were
actually being used in the context.
Five children interacted with the prototypes during a
two-week period. Introducing new elements to the
Snoezelen centres, naturally, changes the social reality
and practice of the relationship between the practitioner
and the child. Snoezelen is built upon a tradition of
placing no demands on the children. This means if the
children do not wish to interact with the design it has to
be respected.
FINDINGS FROM OUR EXPERIMENTS
ARTICULATIONS OF THE DESIGN PROGRAMME
Figure 2: The two pillow prototypes. Left: Conductive threads of yarn.
Right: Tulle.
The design process was driven by an overall design
programme about designing with intelligent textiles for
the Snoezelen practice, and more specifically how
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Figure 3: Material explorations and enactments with tulle.
textiles in combination with interactive technology was
able to support the children’s sensory experiences. Our
material experiments were a way to expand and
elaborate on the design programme and to concretise
certain textile qualities that could possibly be relevant
for the children. During our material explorations we
explored different types of textiles; for instance, cotton
batting, knitwear, and tulle. In the enactments of these
textiles we gave temporal form to the materials by
improvising possible behaviours in the textiles, based on
the way we interact with the textiles (Arvola & Artman
2007).
As an example, the materiality of tulle has a soft feel,
yet still stiff property, which allows it to relax in
multiple layered settings. When interacting with tulle it
responds to the pressure, but when released, it falls back
into one of these relaxed positions. This evoked
multiple possibilities in expressional properties and
potential interaction gestalts to be exploited when
designing for the children. Figure 3 shows a series of
stills from a video of one of the material enactments
with tulle. In frame A the tulle is positioned in a relaxed
state, where the tulle’s materiality allows it to fold in a
certain structure. As the tulle is approached (frame B –
F) the tulle changes its structural form, responding to
the user’s interaction with it. In frame E and F the tulle
is stretched which again changes its sensory potential
and materiality. Based on our knowledge about the
children from our preliminary observations, we knew
how many of the children would need guiding or a
starting point in their interaction with the world; the
designs should support concrete movements. We saw
the tulle’s ability to sit in a layered structure as a way to
support this need, while maintaining a dynamic
potential. Likewise, the explorations also defined a
thematic curiosity towards tactile contrasts in the textile
that would evolve in the interaction.
Beginning our design process with the material
explorations allowed for expressional and aesthetic
investigations. From these we could then discover
functionality (Hallnäs & J. Redström 2002), like how
tulle’s stiff materiality could function as a support to the
children’s need for concrete movement. Exploring the
physical properties of different textiles made it possible
to consider what interaction gestalts could emerge from
them, but at the same time concretise what properties
could potentially be relevant for the children. This way,
the ethnographic insights were central to the actual
form-giving process.
PROTOTYPING FOR AMBIGUOUS USE
From our material explorations we performed a series of
different form-giving experiments, where textiles were
combined with sensors and actuators to explore possible
synergetic compositions. This allowed us to explore
how to combine the three form-elements (Vallgårda (in
press))
We did a series of explorations on how the perceived
expression of buttons would change if they were created
Figure 4: Buttons. A: Sponge foam with conductive threads inside. B:
Tin foil separated with a piece of tulle.
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from sponge foam and tulle. Many of the children have
reduced strength and motor skills, which can hinder
them in their interaction with buttons. Furthermore, we
would like to explore how the perceived expression of
the buttons could appear less digital, but instead more
analogue. Figure 4, previous page, portrays two
different button experiments. In A, sponge foam is used
as a squeezable button with conductive thread sown into
it. As the button is squeezed the threads connect and the
circuit is made. In B, tin foil is separated with a piece of
tulle. The holes in tulle allow the tin foil to connect
when a light pressure in applied to it, enabling children
with reduced strength to activate the button. In these
explorations we were particularly exploring the
interaction gestalt. Vallgårda (in press) describes how
the interaction gestalt is related to the physical form
through Gibson’s affordances and Normann’s signifiers.
By creating buttons from textiles, the affordances from
the materials are different than from buttons made of
plastic. Textiles are flexible, soft, and have a different
tactile feel than plastic. These differences also make us
perceive them differently as the interaction gestalt
changes, although they may still have the same temporal
form (on–off).
With thermocromic ink and the Peltier element, we
were curious on what sensory experiences could emerge
from temperature and colour changes in the textile
itself. We painted different patterns of thermocromic ink
and sewed conductive thread into the textile that would
generate heat when powered. However, due to some of
the children’s reduced eyesight, we concluded that the
colour changes did not have the sufficient contrasts for
them to experience. Based on our understanding of the
children, we were able to foresee how the temporal form
of colour changes in the textile was not a sufficient state
change. In Figure 5 the vague colour changes are
shown. Although designing for ambiguous use, the
children’s multiplicity of interaction forms and patterns
did not just allow for all kinds of prototypes, but we had
to carefully include these understandings in our design
decisions. Furthermore, as several of the children use
their mouth and tongue to explore the designs, we were
not able to investigate thermocromic ink in the context,
Figure 5: Fabric painted with thermocromic ink. A: The thermocromic
pigment is visible. B: The pigment is heated by breath and disappears.
as the ink might be poisonous and thus unsafe.
The results of these form-giving experiments were two
pillow-shaped designs. As such, they were syntheses of
the explorations we did with materials, sensors, and
actuators based on our knowledge about the children
and the Snoezelen practice. As previously described we
created two different pillows to explore different
interaction modalities. The physical form of the two
designs was based on the pillow shape, as this would
allow flexibility for the staff, but also allow the children
to move around the designs. The temporal form of the
two prototypes was colour changes in the LEDs, based
on different interaction patterns or interaction gestalts.
The interaction gestalts in the two designs were the
biggest difference between them.
The pillow prototype with tulle framed our hypotheses
about the importance concrete movements and explores
Figure 6: A boy with the designs. A–C in his wheelchair with the staff holding the pillow. D–F on the floor resulting in a more bodily interaction.
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the layers and depth of the tulle. The LED string would
then behave according to the way child interact with the
tulle, depending on the distance from the child’s hand
and the pillow surface. The interaction gestalt in this
prototype was based on kneading movements in the
tulle, made possible due to the physical form of the
tulle.
wheelchair while the staff has placed the pillow in her
own lap, as the boy is uncomfortable having anything
placed onto his legs. In frame A he meets the prototype
for the first time, looking at it and reaching for it with
his fingers. In frame B, the LED on the pillow is red,
while it changes in frame C as a result of the boy’s
stroking interaction with the conductive yarn.
The other pillow, with short fibres of yarn attached to it,
was crafted to explore a different aspect of supporting
concrete movement, with the yarn as ”touch points”
from where the child could begin his or her interaction.
The physical form of the small fibres gave an
interaction gestalt based on stroking movements on the
pillow.
In frame D–F he is interacting with the tulle-based
prototype. In this instance, he is not in his wheelchair,
but is sitting on the floor. This allows him to use his
body actively in the interaction. In frame D he is lifting
the pillow from the floor by holding on to the tulle. In
frames E and F he is waving the pillow in the air,
resulting in colour changes in the prototype.
THE CHILDREN’S INTERACTION WITH THE DESIGNS
As the designed prototypes are not thought to emphasize
one particular functionality or interpretation, it is
essential to recognize this in the way the prototypes are
evaluated with the children and the Snoezelen staff.
Sengers and Gaver (2006, p.105) argue that in design
processes like these ”evaluation shifts from determining
whether an authoritative interpretation was successfully
communicated to identifying, coordinating, stimulating,
and analyzing processes of (evaluative) interpretation in
practice". As the children are encouraged to interact
with the world on their terms, the evaluation should
rather be based on the prototypes ability to generate this
ambiguity.
As the children were introduced to the designs, we saw
how they interacted with the prototypes in a variety of
ways. In Figure 6, previous page, a boy is interacting
with both the yarn-based prototype (A–C) and the tullebased prototype (D–F). In frame A–C he is sitting in his
These two examples shows how the prototypes have
been used in very different ways, but also how the
difference in the way the context was framed (in his
wheelchair or on the floor) allow the boy to have rather
different interaction patterns.
On another day the boy was lying on the floor. This
made it possible for him to use his feet to engage with
the tulle, which gave him a more subdued experience.
We have also seen examples on how the pillows allow
for interaction between the child and the staff. For
instance, they would invent small playful games around
the designs, like taking turns on blowing on the
conductive yarn to change the light.
Another story is about the boy in Figure 7. He was
introduced to the prototypes in a waterbed. In frame A
he meets the prototype for the first time. In B–D he
takes the pillow close to his face and looks at it briefly.
After a short indication of a yawn in frame E, he pushes
the pillow away from himself all the way out over the
Figure 7: In Snoezelen children are not demanded to interact with the prototypes – it is non-directive.
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waterbed (frame F–G). In frame H–I he interacts with
the staff.
Snoezelen is a non-directive practice and much of the
interaction happens on the children’s terms. As a design
team, we must therefore accept how the children will
not always be interested or interacting with the
prototypes. These cases of non-use can be valuable
nonetheless, as they also add to the palette of ambiguous
perceptions of the prototypes.
NON-DIRECTIVE EXPERIENCE DESIGN
Hassenzahl (2011) outlines a simple conceptual model
that includes three different levels in experience design:
The Why, What, and How (Table 1). Hassenzahl (ibid)
defines experience design as designing the postmaterialistic and he adopts a view on experiences as
something detached from the material. He argues that
the experience must be designed first; then the product.
However, Hallnäs and Redström (2002) present a
material view on computers where expressional and
aesthetic qualities can be explored within materials.
Moreover, Wright et al. (2008) state how experiences
are situationally constituted by the relation between the
user and the artefact. Experiences are therefore to be
understood holistically and the experience cannot be
separated from the material. However, Hassenzahl’s
model provides a way of articulating elements to be
considered when designing for experiences.
THE WHY
It is important for the designed artefacts to offer sensory
experiences to the children. As the children in
Snoezelen are not demanded to engage with the world
in certain ways, the artefacts must offer a multiplicity in
interaction possibilities. In order to be able to embrace
this and to get an understanding of what is central to the
children’s sensory experiences, it has been necessary to
have an understanding and emphatic attitude towards
the children. We have not only considered what the
children can do or cannot do, but also, through the
initial ethnographic observations and the staff, tried to
understand the children’s motivations and reasoning for
engaging with world. Through questions like ”What
sensory experiences does each individual child enjoy?”
or ”Why would he rather use his tongue than his fingers
to interact with the world” we have been able to
articulate a design space for designing for sensory
experiences.
Of course we will never be able to fully comprehend the
children’s experiences and emotions, but at least trying
have kept an on-going ambiguity and focus on the
children in the design process. These understanding of
the children have been essential to the actual formgiving process, as it has given us a basis for giving
physical form to designs that have a relevant and
sufficient temporal form through interaction gestalts that
enable the children to engage in the designs on their
terms.
Table 1 Hassenzahl's three levels in Experience Design
WHY
The experience, the emotions, the
motivation the design is promoting
WHAT
What you can do with the design. The
functions of the artefact
HOW
The way materials are used to form the
artefacts
Focusing on the Why level (the experience itself) will
influence our design choices for functionality and form,
which will, in the end, lead to design gestalts that are
more sensitive towards people’s experiences, senses,
and emotions (ibid).
THE HOW
Hassenzahl suggests working with the functionality (the
What) of the designs after defining the experiences we
are designing for (ibid). As we are not designing for
specific uses, but non-directive experiences, the What
becomes much more undefined and ambiguous.
Therefore, we argue, that it is more giving to explore the
form and qualities of certain materials and
computational technology (the How), prior to defining
the functionality, when designing for non-directive
practices, such as Snoezelen.
We argue how material explorations and focus on the
expression of digital artefacts allow us to embrace the
need to work with a range of the children’s interaction
forms in mind and allow us to approach the design work
with ambiguity and variety. Through our material
explorations and prototyping sessions we derived
possible functionalities from the aesthetic experience of
interacting with both textiles and computational
materials, like a capacitive sensor or buttons. Or as
Hallnäs and Redström (2002) state with their leitmotif:
”function resides in the expression of things”.
Working with the form and expression allow us to
suggest ways of interacting with the designs, without
imposing certain functions or ways to engage with
them; thus, supporting the non-directive values in
Snoezelen. This is especially relevant in the form-giving
of the interaction gestalt. With the knowledge of the
multiplicity of ways the children engage in the world,
we have kept an openness in exploring how different
performances on the designs would work with the
physical as well as temporal form. For instance, how the
physical form of the tulle and the temporal form of the
lights could be experienced through different interaction
gestalts.
Our different material experiments gave insights to our
design programme and made it possible to convert of
understanding of the children and the Snoezelen
practice into the three form-elements. In other words,
some experiments aimed at examining the intersection
between physical form and interaction gestalt, while
other experiments explored the intersection between
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interaction gestalt and temporal form and so forth. In
this way, explorations in the various intersections
(Figure 1, page 2) was a way to constantly explore
aspects of the design programme, which in the end was
combined and embodied in the final prototypes.
THE WHAT
Our two textile-based designs did not try to convey one
single function or purpose. What the children can do
with the design depends largely, on how they wish to
approach it, be it with their hands, their face, or their
feet. This, however, does not mean that we have not
focused on the cause-and-effect relation between the
user and the prototypes. As interaction designers, we
will always have to consider the causality of the
interactive designs we are creating. Our scope has been
to explore how multiple inputs can result in various
interaction modes that are not pointing towards one
gathered functionality, but instead inviting the user to
ambiguous and engaging experiences.
Gaver et al. (2003) define three types of ambiguity in
terms of (1) information, (2) context, and (3)
relationship. Ambiguity in information arises in the way
a system’s information is presented (ibid). With the two
pillow prototypes that connection between the LED
lights and the textiles (tulle and yarn) was not obvious,
and the children responded to this behaviour in different
ways: Some intensified their interaction to make the
light changes happen more often while others would
slowly investigate the light and the tactile feeling of the
textiles.
Ambiguity in the context suggests how users may use
and perceive the prototypes differently according to the
way the prototype is staged in the specific situation. In
Snoezelen, the staffs are adjusting the rooms to each
child. Sometimes the staff and child would make up a
small game with the pillows, while other times the child
would sit alone with the pillow to explore it by him or
herself. This multiplicity in ways of using the pillow
prototypes in the context exploits the ambiguous quality
within them.
As the children are all cognitively disabled, it is not
possible to assess their reflections and perception of the
interaction with the prototypes. However, based on their
different interactions it has been evident that their ways
of ascribing meaning to the pillows has been different.
For example, one of the girls was deeply engaged in
interaction with both pillows and the possible
interconnection between then, which is something we
have not seen any of the other children explore.
By embracing the ambiguity as a premise for our design
process and through articulations and explorations of
the possible experiences and connection to material
qualities, we created two non-directive designs for the
Snoezelen practice.
CONCLUSION
Designing for Snoezelen as a non-directive practice has
allowed us to design for ambiguous use, and not specific
functionality. Although, designing for multiplicity,
everything is not good design, or as Sengers and Gaver
(2006, p. 107) phrase it: Ambiguous design ”does not
have to lead to an anything-goes mentality”. Instead,
through empathic insights and understandings of the
children and the Snoezelen practice we have explored,
developed and iterated on our design programme
through various design experiments and by evaluating
the prototypes with the children and staff.
Material explorations and investigations of possible
expressions and designs with textiles and computational
technology were the basis for discovering ambiguous
and multiple functions and interaction possibilities. The
designs did not strive for one specific function, but
allowed the children and staff to interact, stage and
perceive the designs in open-ended and co-existing
ways.
This design approach can be summarised through a
simple three-step model based on the works of
Hassenzahl (2011): Firstly, based on empathic
understanding of the users, the supported experience is
defined by reasoning why the design is motivating and
engaging for the users. Secondly, material expressions
and aesthetics are explored to investigate how the
desired experiences are available for the user through
giving form to the physical and temporal aspects of the
design, as well as the interaction gestalt (Vallgårda (in
press)). Thirdly, what the design can do and its
functionalities are derived from these afforded material
expressions found in the material explorations.
Giving form to non-directive design will not be suitable
for all design contexts. In this article, it has been used
on the specific practice of Snoezelen. However, I
believe that design for other contexts that focuses on
functionality and purpose, as secondary to emotional
and aesthetical pleasures will benefit from the proposed
design approach, as it will put empathy and aesthetics to
the centre of the design process.
ACKNOWLEDGEMENTS
I am grateful to Nina March Pedersen and Katrine
Høvsgaard Nielsen for their collaboration on the project.
I would also like to thank Eva Brandt, Henrik Svarrer
Larsen, and Anna Vallgårda for their insightful
discussions, constructive comments, and for
proofreading drafts of this article. Also, I would like to
thank everyone in the SID Project: The children, their
families, and the staff. I would also like to acknowledge
Certec, FUB, and Furuboda for their role in the SID
Project. Lastly, I would like to thank the reviewers for
their useful comments.
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METHOD-MAKING AS A METHOD OF
DESIGNING
JUNG-JOO LEE
AALTO UNIVERSITY
HELSINKI, FINLAND
JUNG-JOO.LEE@AALTO.FI
ABSTRACT
The design research community has recently been
very active in developing new types of methods,
often called innovative methods, through
experimentation and action research projects. The
stream of innovative methods incorporates visual
and creative components that are closer to a
designer’s genuine practices, aiming to support
projection of users’ own felt-experiences and their
creativity. Innovative methods are in principle
designed and re-designed in each project, while
conventional methods aim to be easily
reproducible and portable across situations. In this
paper, we illustrate what learning is going on in the
making process of the methods, rather than data
collected by the methods. Our aim is to foreground
the tangible benefits of innovative methods by
discussing how the making process of innovative
methods actually helps designers build contextual
knowledge important for the design situation.
INTRODUCTION
In the historical development of human-centered design,
the main agenda has been how to collect user
information in a valid and reliable manner. A key
response to this has been the proliferation of methods. A
number of methods have been borrowed and adapted
from more established human research disciplines, such
as marketing, psychology, or anthropology (Hanington
2003). Methods have played a key role in describing
how a human-centered design team works,
systematizing the process, and educating designers
(Matthews 2009). In the design research community,
introducing and writing about methods is a popular way
to generalize knowledge from designers’ work
(Keinonen 2009).
In the past decade, the design research community has
especially made substantial effort to develop new types
of methods that are often called innovative methods
(Hanington 2003). The development of innovative
methods was driven by dissatisfaction with existing
ones being incapable of incorporating the feltexperiences of humans and design imagination.
Examples include cultural probes (Gaver et al. 1999)
and their variants, a range of co-design workshop
practices with various visual, storytelling, and
generative tools (e.g., Sanders 2000; Sleeswijk Visser et
al. 2005) and design games (e.g. Brandt & Messeter
2004; Vaajakallio 2012), to name a few. The Nordes
community has played a very active role in developing
and experimenting with innovative methods. (e.g.
Binder et al. 2011; Mattelmäki 2006; Westerlund 2011;
Sanders & Westerlund 2011; Eriksen 2009; Vajaakallio
2012).
Distinguished from conventional methods, innovative
methods are constructed upon designers’ genuine
practices, and support design-intrinsic qualities rather
than conventional scientific qualities. They are designed
and re-designed specifically for each project context.
Instead of rigid method instructions, designers’
reflective sense-making process (Schön 1983) and
contextual knowledge grounded in actions (Akama &
Prendiville 2013) play a great role in making their
methods work in a particular situation.
Despite this, the design research community has not
paid consistent attention to the making process of
innovative methods, i.e., what designers actually do and
feel when making their methods work. Rather, the
analytic focus and interests still remain in data that
comes out of innovative methods. This is due to field’s
conventional conception on how methods are supposed
to work in design, i.e. methods should be easily
reproducible and portable, and guarantee satisfying
results under correct operation, as diagnosed by
Boehner et al. (2007), Woolrych et al. (2011), and
Akama & Prendiville (2013). Sympathetic to these
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studies, we argue that for those who are preoccupied
with the conventional method perspective, a designer’s
situated actions (Suchman 1987) on making methods
work is considered as an uninteresting phenomenon as
such work might seem too practical or situationdependent to become scientific knowledge.
In several years of experiences with innovative
methods, we however have observed that designers’
situated work on making methods is not simply extra
efforts that are inevitable, but a knowledge-construction
process that is important for design. Driven by this
interest, in this paper we pay our analytic attention to
the making process of innovative methods - what is
happening when designers make their methods and
what learning is going in that process. In so doing, we
aim to foreground the actual roles, meanings, and
benefits of innovative methods for designers and design
work, which should differ from conventional methods.
In this paper, we illustrate this by analyzing design
students’ learning diaries, which were written while
they were learning to use the innovative methods.
Before doing so, we first discuss what has hindered
designers and design researchers from recognizing how
innovative methods actually work, by diagnosing
current methodological misinterpretations in the field.
MISINTERPRETATIONS OF INNOVATIVE
METHODS
Innovative methods allow designers and researchers’
creative exploration and contextual sense-making while
they configure and reconfigure the methods in
interaction with local circumstances. This situated
approach is at the heart of innovative methods (Lee
2012). Innovative methods often have an open-ended
structure (Mattelmäki et al. 2011; Gaver et al. 2004) and
do not involve a clear-cut formula: the list of innovative
methods will never be complete (Koskinen 2011).
There is, however, a tendency observed in the field in
which designers and researchers attempt to take
innovative methods as, or transform them again into, an
easily reproducible and readily portable set of tools.
Sympathetic to Boehner et al. (2007)’s diagnosis on
uses of probes in human-computer interaction, we argue
that this tendency is observed when designers and
researchers deal with innovative methods with the mode
of conventional ones, without a proper understanding of
how innovative methods actually work for design. In
following texts, we diagnose such misinterpretations
with regard to four aspects, by mapping them with what
original writings about innovative methods say.
TURNING INNOVATIVE METHODS INTO
REPRODUCIBLE TECHNIQUES?
In your codesign lab, are the methods and toolkits
generalizable enough to be applied to other projects? (A
question from the audience after the presentation of
CoDesign Lab by Binder et al. 2011)
Often misinterpretation is observed around how
designers and researchers feel about the situated,
context-specific approach of innovative methods.
Taking probes as an example, the original authors of the
probes emphasized the real strength of the method was
that they had “designed and produced the materials
specifically for [that] project, for those people, and for
their environments” (Gaver et al., 1999). Despite this,
for those who are preoccupied with the view that
methods offer generalized instructions and a structured
process, probes’ description and existing practices
appear as another off-the-shelf method for design-based
research. Boehner et al. (2007) reviewed almost 90
papers on various approaches to probes and found that
many of the studies take a probes-as-recipe approach.
They argue that “the outward forms of the original
cultural probes, namely the technique of providing a
probe packet with a camera, postcards, a diary, maps,
and sets of instructions or questions as a base set are
often enough for a researcher to cite cultural probes as
the method of research” (Boehner et al. 2007).
In many method papers, we often see a sentence such as
the following as a concluding remark or future work:
“the next step would be to validate the cross-cultural
applicability of this form of cultural probes” (Chavan &
Munshi 2004). Chavan and Munshi (2004) introduced a
modified design for the cultural probes in the form of
“emotion tickets” for Indian participants. As seen in the
quote above, they concluded the paper by suggesting
further work for validating cross-cultural applicability
of the method. This way of concluding a study stems
from a desire that a method, when suggested as new
knowledge from an experiment, should be generalizable
enough so that it can be applied in other settings in a
valid manner, as the outcome from scientific experiment
strives for generalizability.
This view focuses on a method as an indivisible whole
(Woolrych et al. 2011) that is capable of getting work
done in itself, but neglects designer’s situated actions
and contextual knowledge that in fact make the method
work in the setting. A method like cultural probes
precisely aimed to escape such view of method-recipe
because it glosses over crucial contextuality and
designer’s competence for design.
SEEKING SCIENTIFIC VALIDITY?
In terms of the attempts to codify innovative methods as
a generic process, the situated approach of innovative
methods still sometimes appears scientifically
immature. Improving the scientific validity and
generalizability of innovative methods is, thus, regarded
as an imperative task for the design research
community. For example, the open and inspirationoriented approach of cultural probes might have made
design researchers feel insecure about whether the
probes’ returns are legitimate enough to inform their
design. This insecurity prompts design researchers to
“back-up” the probes’ returns with interviews or focus
groups so as to either validate the materials that have
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been gathered or supplement fragmentary pictures (e.g.,
Moser et al. 2011; van Leeuwen et al. 2011; KuiperHoying & Beusmans 2004).
This tendency appears more prominently in terms of
how the materials collected from the probes are
interpreted and analyzed. Some studies that seek to find
users’ true meanings and a holistic picture of the users’
world behind their responses to the probes introduce
analytical rigor into their interpretative methods by
employing statistical methods, such as graphing or
numerical analysis (e.g., Murphy et al. 2005) or a crossvalidation of the results (e.g., Howard et al. 2005; Voida
& Mynatt 2005).
This way of gathering user information for design is
exactly what the original cultural probes attempted to
disrupt. The cultural probes were their alternative
proposition for enlivening design inspiration in dialogic
interaction with users (Gaver et al. 1999; Gaver et al.
2004). While most studies on the probes that we
mentioned above acknowledged and valued the
provocative, exploratory and participatory approach of
the probes, the very awareness that the probes are
provocative and ambiguous was unfamiliar to design
researchers with a more conventional view of methods.
This is why they attempt to impose scientific validity on
the work of carrying out the probes as well as dealing
with the materials gathered by them.
It should not however be read that we intend to say the
above-mentioned studies are necessarily erroneous. Our
concern, instead, is that the different adaptations of
probes should be underpinned by a proper recognition
of a nature and a role of probes, not by misinterpreting
its flexibility and purposefully ambiguous approach.
For example, when using probes to explain the current
state of affairs, the probes approach should not be
downgraded due to the fragmentary user information
that it creates or the challenges for scientific analysis.
Instead, when using probes to explain the current state,
designers and researchers should explain what aspects
of probes they find useful and effective for achieving a
comprehensive understanding of users’ current practices
and how they modified their approaches to the probes to
serve that particular purpose.
DESIGNER’S STANCE: OBJECTIVE OR INTERVENING?
In carrying out innovative methods with other
participants such as users, whether to maintain a
designer’s stance as an objective observer or an
intervener in the situation is often not in question. For
example, in co-design workshops, should a designer
who facilitates the co-design workshop be objective
without influencing the participants’ activity or could he
or she intervene what is ongoing? For methods that are
considered to be generic and formal approaches to
conducting a workshop, such as focus groups and
structured interviews, a facilitator usually introduces
carefully chosen topics and follows a thoughtfully
written discussion guide (Kuniavsky 2003). For co-
design workshops, while it is often said that positioning
a designer as a facilitator, an observer, or a co-creator
should depend on different goals of projects, tensions in
practice are also reported.
Some recent writings on conducting co-design
workshops, including design games (Vaajakallio 2012;
Kankainen et al. 2012) or video prototyping workshops
(Westerlund 2009), argue for the importance of the
designer’s role in making sense of an ongoing co-design
situation, capturing what is relevant for the design aim
and orienting co-design activity towards that direction.
In their study of the Storytelling Group method for
service design, Kankainen et al. (2012) emphasize the
designer’s role as a creative secretary who observes the
hidden possibilities in the “story world”, intervenes in
the way in which the group organizes the story events,
and guides the group towards design opportunities.
They report that the layer of knowledge in the
storytelling group without a creative secretary remains
at a rather superficial level. In a similar vein, in his
doctoral dissertation on a video prototyping workshop
and design space, “Design Space Exploration”,
Westerlund (2009) emphasizes the designer-conductor’s
responsibility for framing the design space as a
prototype in the co-design session with users.
These writings discuss two reasons for this stance. The
first reason is about designers’ professional competence:
Designers can identify what could be designed from the
situation as a reflective practitioner (Schön 1983). The
second reason is more contextual: designers can capture
what is relevant in the situation and envision what can
be designed because they have been already sensitized
to the project context and design possibilities while
designing the co-design sessions. The authors report that
such knowledge developed before the co-design
sessions nurtures designers’ sensitivity and confidence.
WHERE IS DATA LEGITIMATE FOR ANALYSIS?
We have tried the make tools… but the prototypes
created by users were something that we had already
thought of or did not seem relevant. (Personal
communication with a profession in human-computer
interaction)
In the traditional view on methods, data are usually
artefacts produced as end results from methods, be they
interview transcriptions, survey statistics, or observation
notes or photos taken in the field. Designers and
researchers then use a structured analytic method to
mine true meanings from the data artefacts.
In the quote above, the design team expected to mine
innovative ideas and design inspirations from the
artefacts, typically physical 3D models, constructed by
the participants in the make tools session. If a design
team only looks at what is produced after carrying out
the method as final outcomes, similar to waiting for data
to be produced and analyzed after conducting surveys or
usability tests, such outcomes from a co-design
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workshop may appear confusing for information
mining.
Although there are slightly different views on how to
handle the outcomes from innovative methods, what
many recent writings still have in common is the idea
that knowledge can be constructed not only through an
analysis of artefact data, which is produced as end
results, for example collage results or 3D models, but
also from the process in which the method is carried
out, especially when the conduct of the method unfolds
in interaction with the participants in the study. For
example, Sleeswijk Visser (2009) emphasizes
researchers’ annotations made during the generative
workshop session as important data, alongside the
artefacts made by participants. The role of a creative
secretary in a design game setting (Kankainen et al.
2012) is also in line with this perspective.
WHY MISINTERPRETATIONS?
Historically human-centered design has a strong
tradition in the scientific disciplines for technical
systems design. A large part of the assumptions,
theories and practices stem from such disciplinary
traditions, although the field of human-centered design
is more and more inter- and trans-disciplinary. The
misinterpretations occur when knowledge and methods
are adopted across boundaries without reflexive
understanding, i.e. understanding others based on
recognition of one’s own assumptions and standpoints
(Denzin & Lincoln 2000). The misinterpretations of
innovative methods occur due to the sticky stance of the
conventional method-recipe view in human-centered
design as designers and researchers do not reflect upon
different assumptions between conventional methods
and innovative methods. Suchman (2002) explains that
this sticky stance is closely tied to a culture in design
that constructs technical systems as commodities so
they can be “cut loose from the sites of their production
and exported en masse to the site of their use." In a
similar light, Dourish (2006) diagnosed the symptom of
“implications for design” in many academic writings in
human-centered design and human-computer
interaction, which attempts to abstract findings of
ethnographic research as bullet-point specifications for
design resources. He argues this tendency is due to the
field’s unfamiliarity with, and thus neglect of,
contextual knowledge constructed, grounded, and
embodied in actors’ situated actions, which are in fact
crucial for design (Dourish 2006).
Sympathetic to Dourish (2006), we argue that what we
currently need in the field of design research is
alternative analytic focus that helps recognize the actual
benefits of innovative methods, as well as alternative
language with which to talk about them.
SEEKING ALTERNATIVES: HOW METHODS
ARE MADE TO WORK IN REALITY
As one attempt to explore alternative accounts of
innovative methods, we pay our analytic attention to
how innovative methods are made to work in reality, in
a specific design setting, instead of how they ought to
work in theory, in a controlled environment. In doing
so, we reveal the back or “behind” stories, rather than
aiming to develop method instructions or templates. We
call them behind stories in the sense that these stories
have not been communicated enough in existing method
papers or method descriptions. In this section, we reveal
the behind stories of cases where design students learn
and use innovative methods for their term projects. We
illustrate these through the analysis of their learning
diaries.
DESIGN STUDENTS’ LEARNING DIARIES
In a master’s course called User-Inspired Design (UID),
in Aalto University in Finland, students learn designerly
and novel approaches to exploring future design
opportunities by involving users in the design process.
The students’ backgrounds vary, from industrial design,
design management, textile design, spatial design, and
also computer science or psychology. Each year the
course accepts approximately 25 students and the
students are formed into five groups in the beginning of
the course. The instructors group the students by
considering their disciplinary backgrounds,
nationalities, and gender. More than half of the students
are in their first year of master’s study.
The course encourages the students to explore
innovative approaches to concept design beyond the
scope of traditional user-centered design approaches.
During the nine-week course, the students proceed with
the comprehensive concept design process from framing
design opportunities, working with users, interpreting
qualitative user study materials, to generating and
evaluating design concepts (for more about the UID
course, see Mattelmäki & Keinonen 2001).
In the UID course, individual students should write
personal learning diaries and submit them to the course
instructors every week. The purpose of the learning
diary is to help the students reflect on their own learning
process. The learning diary includes:
•
•
•
•
What has been done and what is ongoing during the
students’ project, including challenges and
reflections;
Reflections on the literature and other sources about
the topic, including expectations, questions and
interpretation;
Problems in understanding the course objectives or
in the group work;
How the students deal with the problems.
The diaries thus contain lively stories about the
situations the students encounter during the design
project, how they organize their actions interacting with
the local contingencies, and, in that, how they use
design methods and what they do and experience when
applying methods. Each week the students wrote, on
average, one page in their dairies and the diaries
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included sketches, diagrams, or pictures in addition to
text (see Figure 1).
on how designers actually make innovative
methods work.
The author was the tutor of the UID course from 2007
to 2009 and analyzed the diaries for the years 2008 and
2009. Each year there are 25 students who submit
weekly diaries for nine weeks. The author had followed
the students’ design projects as the tutor for those two
years, and thus had a contextual understanding of the
written text. The loci of analysis was as follows:
•
•
•
•
Figure 1. Students' learning diaries in the User-Inspired Design course
For this reason, the students’ learning diaries make
suitable materials for analysts to examine what they
actually do, feel and experience while designing their
own innovative methods. However, as these stories are
reported by students who are not yet (professional)
designers, the stories analyzed in this paper are rather
about students’ work and experiences while they learn
to use innovative methods than competent designers’
established practices with innovative methods. Thus we
do not intend to generalize students’ work, experiences,
and learning when applying innovative methods as
designers’ work, as such work and learning might not
go on in experienced design practice. Regardless of this
limitation, the students’ diaries still provide rich and
original materials for researchers with interest in
understanding the actual benefits of innovative methods
for following resons:
•
•
•
First of all, because the students are not yet
experienced, they present very practical work,
situated actions, contextual challenges, and
emotional concerns in a salient and detailed
manner. Such practical work and contextual
challenges could be taken for granted by
experienced designers and remain implicit rather
than explicit:
Secondly, students’ experiences with contextual
challenges, emotional concerns and ad hoc actions
construct a type of learning enabled precisely when
working with innovative methods and highlighted
as a benefit for designers (which we will explain in
later part of this paper):
In addition, because of the open and situated nature
of innovative methods, those who are unfamiliar
with and inexperienced in the use of these methods
may face uncertainty or even disappointment when
using them. In this sense, unveiling the hotspots of
such challenges, as reported in the students’ diaries,
is exactly what we need to construct as knowledge
What expectation and first image of innovative
methods do the students have?
How do students choose and make methods in their
project context?
What challenges do they face when making
methods and how do they deal with the challenges?
How do they evaluate the methods during and after
using the methods?
When going through the students’ diaries, these
questions were the initial foci of interests but did not
constrain the analysis: when new, interesting findings
arose, new themes also emerged. The first analysis was
done by the author, and the first analysis results were
validated and elaborated with two other course tutors.
The analysis results were also verified by interviewing
some of the students who took part in the course. In
following texts, we present the analysis focusing on
what the students actually did, felt and experienced
when making their methods and what meanings such
process unfolds in a larger design activity.
DESIGN LEARNING IN THE PROCESS OF
MAKING METHODS
STEPPING INTO THE USERS’ WORLD
In dealing with innovative methods for their design
project, one of the biggest challenges for the students
was how to design the method. While the students
appreciated that they could utilize their design skills in
research, they were not sure how to design the method
so that it could be efficacious for their project and
engaging enough for participating users. In particular, it
was all the more challenging because their target users
were often of different ages (for example, elderly
people, teenagers or children), from different countries
(for example, expats or tourists in Finland) than the
students, or had different habitual practices (for
example, smokers).
One of the student groups from 2009 aimed to design a
service that could support safer and more meaningful
peer-group hangout places for teenagers in the city of
Helsinki. After doing the preliminary field observation
in shopping malls where groups of teenagers often
gather, the students wanted to apply probes to tackle the
issues of the teenagers’ emotional attachment to or
detachment from public places. It was, however,
difficult for the students to predict how the teenagers
would respond to their probes. Hence, before designing
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the probes, the students set the mood by recalling their
own teenage memories.
I have tried to set the mood. I have tried to remember
how it was like when I was in my teenage [years] more
than ten years ago. Today I listened to Nirvana. It is not
the music that teenagers nowadays listen to but I think it
is classical teenage music anyway: it is wild, angry and
arises [sic] feelings. To me it worked as some sort of
mirror of my feelings and energy, a way to escape,
although I did not have that hard time at teenage [sic]. I
felt strong and confident and I thought I knew almost
everything that is essential in life.
The group then went on reviewing recent newspaper
and magazine stories about teenagers and compared
them with their own teenage experiences.
In today’s Helsingin Sanomat (major newspaper in
Finland) there was an article of a 23-year-old woman
who has slit her writs [sic] since she was 12 years. In
another article this week teenaged girls explain that the
important places in their lives are home, school,
shopping mall and McDonalds. What can I say about
the mall and McDonalds? At this point so called
empathic design demands a lot from me.
Designing the relevant tasks for the probes study was of
course a major concern for the students. However,
besides this, the students also invested huge efforts into
how the probes should look. The look of the probes was
considered important as a “marketing point” to attract
the teenagers and, more practically, to encourage them
to read, understand, and respond to the probes.
We really have to consider how to do this. At the
moment it seems that it is not easy to make teenagers
enthusiastic about the research. I guess we have to
make really exciting probes and show them to those who
we want to study and co-design with, in order to make
even few of them interested in our topic.
We designed buttons that they can attach to the bag,
which is not related to the research directly but we
made it for motivating teenagers by jolly-looking kit. We
also put candies in the bag for the same reason … We
discussed color, too. The teenage boys don’t like pink
and girls like vivid color and so on. It was interesting to
hold such heated debates imagining the teenagers’
feelings and preferences
As the students reflected in their diary writing, the
actions of designing their method materials, such as
having group discussions on what colors the teenagers
would like or crafting bags and badges as part of the
probes, kept the discussion within the group oriented
towards the topics of what the teenagers would prefer
and what they would be like. The students also
discussed what time of day the teenagers would keep
the probe diary, how they would carry the probe kits
with them, and so on. We found that the students’
practical work organized towards making the method
enabled them to become gradually engaged with the
user’s situation by talking about users, putting
themselves in the users’ situation to simulate what it
would be like to answer the probe questions, and acting
with method materials.
First of all, I realized how important it is to concern our
target users over the whole process of user research. Of
course it sounds so self-evident, but it also means that
we should carefully consider them when we make the
materials such as diary or social map for design probes.
For example, which color would our users prefer? Or
which font size is enough for our user to read? So, we
should really consider characteristics of our users to get
right results [by one female student whose target group
was elderly people].
Considering which fond size or color would be suitable
for users may be a very peripheral issue, as the main
concern of method-making is to design contents that are
relevant and efficacious to the design topic. What is
crucial here, however, is that by orienting their actions
towards such peripheral, physical details, the students
became sensitive to the users and their context and
learned to build emotional engagement with them.
KNOWING DESIGNERS’ OWN BACKGROUND AND
ASSUMPTIONS
We found from the students’ diaries that they gained
sensitivity to the users and their context also by
realizing their own background and preoccupation. In
the student’s example above, during the process of
designing the probe tasks and materials, the students
were able to re-enact their past teenage experiences. By
doing so, they realized and explicated differences
between their own teenage experiences and those of
teenagers nowadays.
As another example of a student’s story, one of the
groups from 2009 aimed to design a service for elderly
people in the outskirts of Helsinki, which could support
them being more active and visible within the
community. The students wanted to apply probes for the
elderly people to elicit their past memories, emotional
experiences, daily activities, and wishes, inspired by
empathy probes (Mattelmäki & Battarbee 2002). This
student group had the initial idea to deliver a daily probe
task to the elderly each day for five days. This was the
tactic they had developed to keep the whole process
exciting and fun for the elderly people.
To recruit participants for their probes, the students
visited one community facility where elderly people
gather and spend time together. There, the students
realized that their plan to deliver a task on a daily basis
would not work. By meeting and talking with the
elderly people, the students realized that the elderly
people there actually had a very busy schedule.
“In our own study, we had already thought a lot about
the probes tasks before we met our users for the first
time. From the observations in the first meeting it
became obvious that we needed to adjust the tasks we
had planned for the probe kit to better suit their
preferences. First of all, the elderly ladies were afraid
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of having to use much of their time for the probes.
Contradicting to our stereotypic thinking, they were
extremely busy!”
This group had needed to modify their plan. In the end,
they designed a probe package that contained the daily
tasks in different sealed envelopes so that the elderly
people could open one every day. We found that the
students’ realization of “busy elderly people” (see
Figure 2) not only led them to redesign their probe
package, but also to reframe their solution space for
design. After noticing the elderly people’s busy
schedules, the students turned their design space to the
elderly people’s “collaborative productivity”. Later, this
student group reframed their design space, from “how to
activate the elderly people’s life” to “how to foster this
active group of elderly people to spread their spirit to
society.”
over the phone, visiting them to deliver the method
materials or having tea with them to introduce the
methods. These activities are “not officially” defined as
methods or included in the method descriptions, but
essential to implement the method at users’ sites. The
students’ diaries showed that these unstructured,
informal meetings with users helped them learn local
relevance, as well as ensured a commitment from both
the students and the users to the design project. Because
such activities are informal, some students had a chance
for more personal access to the users, for example
getting invited for dinner at users’ homes.
I was really happy with [the] elderly people who live in
Loppukiri [the local name of the seniors’ house]. First
of all, they were much kinder than we had expected and
we got four volunteers who are willing to participate in
our project. Also, we were able to understand their
context while having dinner together and had an
opportunity to look around the elderly people’s
apartment.
These informal interactions and dialogic relationship
with the users also made the students emotionally
engaged with the users and their sites. Many students
expressed their commitment to the users:
This week I am writing only about the contacts with
teenagers and youth workers because they fill my mind
right now! To meet them is generally one of the most
exciting phases in design work, I think… Once you get
their time to have a chat it is a pleasure to hear their
points of view. I have always got surprised in some way.
Figure 2. Student's sketch on their new image of the elderly people as
target users
These examples imply that the students began to engage
with the users’ context, not only by getting to know
more about the users, but also by getting to know more
about the students themselves – their prior assumptions
and their own backgrounds. This dual learning is part of
an intertwined process in which the students’ prior
assumptions and backgrounds become recognizable
through the embodiment of innovative methods:
Working with the method embodied the physical and
visual dimensions of such assumptions. As
ethnographers conduct autoethnography (Ellis 2004) to
make their own assumptions explicit for writing about
others, visual and physical creation of innovative
methods allows designers to make their assumptions
explicit. How designers externalize their inner knowing
and construct knowledge through visualization in
research part has been also discussed in Segelström and
Holmlid (2011).
BUILDING MOTIVATIONAL ENGAGEMENT THROUGH
UNOFFICIAL INTERACTIONS
In the diaries, the students often described many
unofficial, practical activities they organized with their
users during the project, such as making appointments
After the final meeting with the users, it felt like we took
so much away from them (the participants) then it was
an anti-climax to end the project with no form of real
implementation or improvement for them. The idea
about building a relationship with the users was also
obvious, as we felt rather sad to see them for the last
time. Even though Sam and I were usually passive at the
sessions due to the language barrier, just observing
them and striving to come up with something for them
or from them really made the process very empathic and
committed.
DISCUSSION
METHOD-MAKING AS DESIGNER’S METHOD FOR
EXPLORING USERS AND SOLUTION SPACES
As their behind stories of using methods presented, the
students needed to gain knowledge about the local
circumstances so they could make the methods relevant
and engaging to users’ local context. In this sense, the
actions that were part of method-making, such as
contacting users, considering users’ preferences and
abilities to handle the methods, or having informal
meetings and chats with users so as to deliver the
methods to them, not only helped improve the relevance
and efficacy of the method, but also helped the students
know about what actually matters for users and their
context. The local sensitivity and contextual knowledge
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built through situating the method is precisely that
which plays a role in framing a design space, as we tried
to illustrate in the case in which the students changed
their design direction from activating passive elderly
people to facilitating active elderly people in
influencing the community.
This fining leads us to consider the method-making
process as the externalization of a designer’s initial
interpretation of users and possible solution spaces.
Heikkinen (2011) presented similar findings on how
designers externalize their inner design hypothesis by
designing their own design tools, thus construct
knowledge already from the tool-design process.
In this sense, method-making can be understood as a
form of articulated introspection into what the designer
already knows, through iterative externalizations of
what the designer wants to know in relationship to an
instrumental goal. Method-making here can be
interpreted as a method in itself for understanding users,
and use context and speculating on possible solution
spaces.
Indeed, it is still a question in practice whether
designers pay careful attention and sensitivity to
method-making so that the process of method-making
can help the constructive learning about users as we
discussed above. This is, however, precisely why this
paper aims to turn designers’ attentions to the phase of
method-design by showing evidence of what designers
can gain from that activity prior to method-in-action.
Once designers understand how designing the method
actually benefits their knowing the user’s context and
framing a relevant solution space by intervening it
through the method, they could pay more attention to
the method-making phase.
NURTURING SENSITIVITY THROUGH METHOD
STORIES
When it comes to methods in human-centered design,
the field has traditionally aimed to improve the
applicability of methods through comparative
experiments and abstracting generic rules for method
adaptation. However, we believe that a research
direction on design methods, especially on innovative
methods, should be re-specified from developing new
tools or pinning-down practices into recipe, towards
how to support designers to be more sensitive and
comfortable with different types of learning from
design-led and situated approaches of innovative
methods.
As one attempt to achieve this, we suggest presenting
the story as it is – how it actually gets done by designers
(design students in the case of this paper) within
particular circumstances. We believe that “method
stories” will help designers and design researchers to
more effectively reflect upon their selection and use of
methods because such stories do not strip away the rich
contextuality of their actual use, their application in, and
adaption to specific context.
The method stories from the students’ learning diaries in
this paper revealed to us that the students gradually
develop their sensitivity to the local context and frame
and re-frame possible solution spaces through
organizing their practical actions of physically crafting
the methods and socially making decisions. If designers
become more aware of and comfortable with the fact
that they can enhance learning about users and design
sensitivity even before analyzing data produced from
methods, their sensitivity to what they are doing and
learning while making the methods can be better
nurtured.
In addition, the practice of writing method stories itself
can serve as a method for designers to become
sensitized to and make sense of what learning is going
on in the method-making process. The students’
learning diaries expressed how they themselves
understood the externalizations they make. Diary
writing in this sense worked as a translatory process of
persons reporting on their externalization of how to
approach and understand users.
CONCLUDING REMARKS
As designers and design researchers more and more
recognize context-specific intervention to explore what
is possible, generic methods with a neutral position of
designers do not nevertheless provide constructive
directions (Binder et al. 2011). We think that methods in
design and design research are still useful means to
communicate and teach a design practice. Our aim in
this paper is to highlight how we may need to then
respecify our existing conception and practice with
design methods: rethinking how design methods,
especially innovative methods which are the main focus
of this paper, produce knowledge for designers. If
method stories, as evidence of such an alternative
perspective, are collected and disperse, designers and
design researchers can feel more comfortable with this
alternative thinking, which differs from conventional
belief on scientific, neutral methods.
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COLUMNS ON THE FINAL PAGE SHOULD BE OF EQUAL LENGTH
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DISCURSIVE STRUCTURES OF
INFORMAL CRITIQUE IN AN HCI
DESIGN STUDIO
COLIN GRAY
INDIANA UNIVERSITY
COMGRAY@INDIANA.EDU
ABSTRACT
Critique has long been considered a benchmark of
design education and practice, both as a way to
elicit feedback about design artifacts in the process
of production and as a high-stakes assessment tool
in academia. In this study, I investigate a specific
form of critique between peers that emerges
organically in the design studio apart from
coursework or guidance of a professor. Based on
intensive interviews and observations, this
informal peer critique appears to elicit the design
judgment of the individual designer in explicit
ways, encouraging peers to follow new paths in
their design process, while also verbalizing oftenimplicit design decisions that have already been
made. Implications for future research in academic
and professional practice are considered.
INTRODUCTION
Critique is considered to be at the centre of design
practice, both in the education of a designer and in
formal design practice (Anthony 1991; Schön 1985;
Schön 1987). Informal methods and communities for
facilitating critique have arisen in recent years (Xu &
Bailey 2012; Xu & Bailey 2011) to support a more
dynamic, on-demand critique culture, although latent
features of critique culture are already a part of many
professional design organizations, often driven by
clients or stakeholders (Morton & O’Brien 2006).
Insofar as education in the design studio and
professional practice share a common set of cultural
practices in a given discipline (Brandt et al. 2011),
understanding the role of critique in the studio is critical
to recognizing the place of critique-like behaviours in
professional design practice.
Despite the current recognition of critique as an
important method for evaluating the progress of an
individual design student or interrogating a design
artefact more deeply, the behaviours and discourse
surrounding this critique process is not well understood.
Heretofore, study of these phenomena have focused on
common implementations of critique as features of the
pedagogy (Anthony 1991; Shaffer 2003), but has not
focused on the effect of these pedagogical features on
the development of design thinking of the individual
design student. Design educators have long recognized
the importance of engaging design students in realistic
practice, with the ultimate goal of moving them towards
patterns of expert design thinking and judgment (Cross
2007; Dannels et al. 2008; Harrison et al. 2006; Lawson
& Dorst 2009). In activating this educative process, Holt
(1997) notes the importance of early practice in
engaging in interaction with objects of design precedent,
and in understanding the relationships of those artefacts
to the design task at hand. Quoting Vickers, Holt notes
“judgement is made with a sense of obligation to
discover the rules of rightness that apply in a particular
situation” (Holt, 1997, p.114).
In this paper, I argue that a richer understanding of
critique is necessary to develop alignment between the
pedagogy and practice of design, by first understanding
the role of explicit critique in the education of design
practitioners. While critique has been reasonably well
documented in formal, evaluative settings (Anthony
1991; Boling & Smith 2010; Percy 2004; Shaffer 2003),
critique in informal settings is not well understood.
Once the trappings of traditional, high-stakes, professorled critique are removed, what is left when students
engage in critique on a self-directed basis with their
peers? Using design artefacts to promote discussion of
tacit knowledge has been helpful in related contexts
(Akama et al. 2007), but it is unclear whether the
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experiences of practitioners in this study are directly
mirrored in the design education context.
I will focus on the role of informal, peer critique in
encouraging verbalization, and thus, some level of
conscious awareness, of tacit design decisions, as well
the guiding role of critique in considering new design
directions. While previous research has addressed issues
of form and function, centred around individual desk
crits between professor and design student (Boling &
Smith 2010; Hokanson 2012), or design juries between
a design student and multiple design professors
(Anthony 1991; Parnell, et al. 2012), I have chosen to
focus on critique that arises organically between peers
in an informal studio space. This exploratory study
employs rich analysis of relatively few participants to
uncover discursive elements of this form of critique that
may inform future research.
The primary contribution of this exploratory study is to
work toward understanding the discursive features of
peer, informal critique and how these features inform
verbalization of tacit design decisions. I am not
evaluating the effectiveness of this critique, but rather
am exploring an apparently functional element of the
design studio that contributes in some way to the
development of expert design practice and knowledge.
To discuss the role of critique in this peer, informal
sense, I will outline the primary elements of the design
studio, conceptual representations of design thinking,
and forms of critique that inform discussion of results
from this study.
BASIC CONCEPTS OF THE STUDIO
The studio is a way for design students to “participate in
the cultural practices of a discipline” in a way that
“prepares students for the complexities of professional
practice” (Brandt et al. 2011). The studio serves as a
critical link between the education of the student and the
expectations and habits of a practitioner, thereby placing
the studio at the centre of educational and professional
practice (Schön 1985; Shaffer 2003). Shaffer (2003)
discusses a range of pedagogical and surface features
that define a studio environment in the norm,
concluding that it is a combination of these features that
create the studio experience. Pedagogical features are
aspects of the studio that are implemented as part of the
course requirements and evaluation, including: reviews,
desk crits, extended design problems, generative
feedback, and assignments focused on different aspects
of design. The studio includes a number of surface
features, which are elements that support the
overarching pedagogy of the studio. These include
flexible hours to access the studio space, the presence of
experts, provision of permanent space for individual
work, availability of external reviewers, and use of
variable media (Shaffer 2003). Efforts have been made
in the past decade to translate the studio pedagogy from
fields where it has traditionally been held as a signature
pedagogy (Shulman 2005) to fields that have not
traditionally been taught in the studio mode, like
human-computer interaction (HCI) (Blevis et al. 2007;
Brandt et al. 2008; Hundhausen et al. 2011; Reimer &
Douglas 2003).
The studio where data was collected for this study
operates under many of the principles of a studio as
Schön and Shaffer described (Callison 2011), but exists
primarily as a workspace and hub of activity for the HCI
Master’s program, rather than a centre of classroom
instruction. No explicit individual space is afforded to
the students, but because the pedagogy indicates
primarily group projects, the studio space serves as a
natural meeting location with numerous resources for
collaboration and sketching.
Based on this conception of the studio, Schön makes use
of several concepts to discuss how the judgment of an
individual design student can be understood, including
largely tacit patterns of reasoning, decision making, and
explicit reflection. Each of these concepts will be
discussed in turn.
KNOWING-IN-ACTION
Schön (1983) points to the concept of knowing-in-action
as a critical part of design judgment, as employed by
design practitioners. Knowing-in-action can be seen as
“consisting of strategies of action, understanding of
phenomena, ways of framing the problematic situations
encountered in day-to-day experience,” an outcome of
which is “a process of continual adjustment in the
service of maintaining a sense of constancy” (Schön
1985). The process of knowing-in-action reveals tacit
knowledge and assumptions in the act of designing.
This conception of tacit knowledge draws extensively
from the work of Polanyi (1966), and describes
judgments that are made without explicit verbalization.
REFLECTION-IN-ACTION
Reflection-in-action is one of the primary forms of
reflection encouraged in the design studio while a
problem is being actively addressed. This reflection may
be somewhat conscious, especially to beginning
designers, moving more and more to the tacit dimension
as expertise is gained (Lawson & Dorst 2009), with the
designer engaging in a “reflective conversation with the
materials of the situation” (Schön 1985). This
conversation elicits, often in only a pre-emergent sense,
the patterns of design thinking and judgment underlying
a single decision. This includes a multitude of issues
that may conflict—directly or indirectly—when
considering a specific, situated design, including issues
of “uncertainty, uniqueness, and value-conflict” (Schön
1985).
The concept of knowing-in-action—a manifestation of
tactic knowledge—in tandem with the implicit design
judgment explained by reflection-in-action, functions in
the studio as a method for design exploration. These
conceptual frameworks for understanding the way
designers think allows the pedagogy to directly support
these activities, ultimately resulting in more efficient
and appropriate patterns of design judgment that
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characterize an expert practitioner (Lawson & Dorst
2009).
FORMS OF CRITIQUE
Based on these guiding concepts of how a designer
thinks, engages with tacit knowledge, and reflects on
their design decisions, it is important to see these
concepts activated in some external, observable form.
Critique—often manifested in desk crits or pinups—is a
core part of the design studio pedagogy, and provides
some form of externalized reflection and justification of
design decisions (Barrett 1988; Boling & Smith 2010).
These pedagogical opportunities for critique allow
either individual or small-group interaction around a
student’s design, including conversations that encourage
the kind of reflective behaviours discussed previously.
Left uninspected, these forms of critique have become
laden with implications of power and often function as a
high-stakes assessment in the design classroom (or at
least feel to design students as high-stakes). This is
especially true of the formal design jury, where a design
is presented in front of multiple design professors or
experts in a process that includes a presentation and
intensive questioning (Anthony 1991; Parnell et al.
2000).
PURPOSE OF STUDY
The purpose of this study is to more fully understand the
pedagogical impact of peer informal critique, how it
may differ from more formal methods of critique, and in
what ways this form of critique results in verbalization
of design thinking and judgment in a specific HCI
design pedagogy.
METHODS
The methods used in this study are informed by
naturalistic inquiry (Lincoln & Guba 1985) and critical
theory perspectives (Carspecken 1996). I used a
combination of intensive interview and observation
techniques in the process of data collection. Intensive
interviews were used to target beliefs and behaviours
related to critique that were largely tacit in nature, while
an observation of critique between study participants
allowed for a more naturalistic view into the behaviours
and strategies in situ.
Table 1. Study participants.
Participant
Pseudonym
Gender
M.S.
Year
Country of
Origin
Critique
Dyad
Paul
M
2nd
USA
A
Emily
F
2nd
USA
A
F
1
st
USA
B
1
st
China
B
Lisa
Jiao
F
STUDY PARTICIPANTS
Participants were solicited through a departmental
listserv and a student social media group. The invitation
requested that they be a current HCI Master’s student,
that they feel comfortable critiquing a student within
their program, and that they provide a project they have
previously designed (or were in the process of
designing) to be critiqued. The final pool of study
participants included four students, including three
females and one male. The participants were evenly
split between the two years of the Master’s program
(see Table 1).
THE RESEARCHER
Because qualitative methods were used in the data
collection and analysis of this study, the role of the
researcher in the chosen context is important to consider
(Lincoln & Guba 1985). The researcher has performed
multiple studies in this design studio, and was well
known by most of the students in the Master’s program
at the time of data collection.
DATA COLLECTION
A series of two interviews were performed with each
participant, as well as one observation of each critique
dyad (see Table 1 for assignees to each dyad). Each
session was approximately one hour in duration, and
audio and video recordings were taken to allow for
transcription and further analysis. The first interview
served as an initiation to each participant’s beliefs about
critique, the way they used critique in their design
process, and their feelings about critique activated in an
auto critique of their chosen design artefact. In a
separate session, an observation was performed using a
constructed critique dyad of two participants of the
same academic year. Each participant was asked to
critique his or her partner’s design artefact in turn, with
no interruption from the researcher. A debrief at the end
of the observation allowed the participants to share any
immediate thoughts about their experience. Finally,
following initial analysis of the first interview and
critique dyad, a stimulated recall session was scheduled
with each participant individually. This session allowed
for member checking of collected data, review of initial
coding schemes, and in-depth conversation about 5-6
video segments. These segments were used as either
exemplars of primary themes, or where the intent or
motivation of the individual was unclear. Clarifying
questions were asked to triangulate meaning and ensure
that the analysis of the data by the researcher matched
the perceived intent of the participant.
ANALYSIS
The initial interview about the participant’s belief about
and practice of critique was transcribed and coded using
an open coding scheme based on emergent themes.
Separately, the observation of critique dyads was
transcribed and coded using a one open coding scheme
for the participant critiquing and another for the
participant being critiqued. These two coding schemes
were used consistently across all four critiques included
in the two critique dyads. The resulting coding was used
to develop a sequence analysis of the conversation flow
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during each critique. This sequence analysis informed
analysis of turn-taking behaviours, settings and subsettings within each sequence (Carspecken 1996), and
underlying discursive structures that inform these
behaviours.
A fuller discussion of the behaviours, settings, and subsettings identified during this analysis process will be
provided in the following section, including important
break points or setting shifts in the conversation, themes
that elicited knowing-in-action, and instances of explicit
reflection-in-action that revealed aspects of the design
student’s individual process.
FINDINGS
Based on the thematic analysis of the critique dyads,
codes were created and applied. These codes were
independently created from emergent data by analysing
each side of the conversation—themes for the
participant critiquing the artefact (the critic) and themes
for the participant whose artefact was being critiqued
(the recipient). These themes are provided in Table 2,
with codes of similar content across each grouping
placed in rows to show either a shared thematic
relationship, or a “trigger” effect—where the critic code
triggers another code from the recipient. Codes were
applied non-exclusively to conversational units or turns.
Table 2. Codes applied to the person critiquing (critic) and the person
being critiqued (the recipient).
Codes Applied to Critic
Association with User or
Problem Space
Alternative Problem
Space/Solution
Codes Applied to Recipient
Identification of Problem
Space
How to Proceed/Next Steps
Setting New Scenario
(Based on Critique)
Thanks
The critiques under analysis include four separate
primary sequences—two from each critique dyad.
Critique duration ranged from 16 to 25 minutes, with no
substantial difference in duration between the two
critique dyads. Conversational units ranged more
widely, from 42 to 87 conversational “turns” during the
course of the critique.
Several of the most interesting of these discursive
structures, including relationships between critic and
recipient codes will be further illustrated.
BEGINNING THE CRITIQUE
Each critique began with the recipient leading the
conversation, moving first to a conceptual grounding of
their project. While they each had a copy of their design
artefact on the table in front of them, they instead chose
to identify the problem space they were addressing,
explaining what constraints they had set in the process,
and in rough terms, how their design came to be in its
current form. The recipient drew not only on a
conceptual framing of the problem space, but also relied
heavily on shared history with the critic, referring to
projects they had completed in the past, or referencing
how that project had evolved since the critic may have
seen it previously in class or in the studio. Examples
include:
•
Support with Research
Worst Case Scenario
Showing Off
Prototype/Artefact
•
Response to Worst Case
Scenario
Potential User Scenario
Constructed Scenario
Internalizing New
Perspective
Clarification (Interface)
Request for Clarification
Clarification (Idea)
Unsure/Confused
Caught Off
Guard/Explanation
•
Conflicted/Personal
Drawing Parallels
Next Steps/Self Critique
Humour
Referencing Former
Critique
Replay Prototype
Codes Applied to Recipient
Positive/Affirming
•
Limitations of Prototype
Analysing Potential User
Reactions
Codes Applied to Critic
Parallels to Other Projects
Jiao: Um, this is a workbook one, definitely on
the topic of um—death
Emily: OK, alright. So, this is a—well you’ve
already seen this in class, but I’ll OK—this is a
prototype that I made for my capstone project.
Um, I am focusing on newly diagnosed HIV+
individuals and um through a lot of research,
I’ve kind of gotten into the topic of identity
development, um kind of just accepting the fact
that they are HIV+…
Lisa: You probably know a lot about Anchor
already. Um it is a tablet application that links
sailors and their loved ones um during
deployment. So during deployment when there
are times when there’s little communication,
um it pulls media from a locked box—things
they have prepared for deployment, um
synthesizes a new message, even if there’s no
data connection.
Paul: Nice, um cool. So, this project um was
basically a project that we were trying to um
find a way to help soldiers returning from Iraq
and Afghanistan cope with instances of moral
injury that they had suffered while deployed…
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After introducing and explaining the problem space, the
recipients moved more directly and physically to their
prototype. The prototype was used to ground a
discussion of the potential user, common task flows, or
primary features of the artefact. These explanations of
the prototype tended to continue until the critic inserted
himself or herself into the critique, most frequently with
a clarification of the prototype or user/problem space.
This constitutes the most stable setting shift—from
design explanation by the recipient to a critique of the
design artefact by both participants.
MAJOR SETTING SHIFTS
Settings are an agreed upon direction of conversation,
shared implicitly and tacitly consented to between the
conversation participants (Carspecken 1996). A setting
includes “a tacit specification of the basic purposes of
the interaction, its rhythm, and the tacit agreement on
associated values, norms, and/or beliefs.” (Carspecken
1996, 116). Within this discursive context, settings can
shift over time if both participants agree, again
implicitly, to this shift. Setting bids are the actions by
either participant to change the direction of the
conversation, and these bids can be either accepted or
rejected based on how the opposing participant
responds, either verbally or using paralinguistic signals
(Carspecken 1996).
These settings and bids are especially important to
consider in an active discursive setting like critique,
where bids continually reframe the conversation around
areas of critique that are perceived to be mutually
beneficial or profitable. In the analysis of these four
critiques, all of the themes listed under each section
could potentially serve as setting bids, but three in
particular seem to change the direction of the
conversation most significantly. The “limitations of
prototype” and “worst case scenario” codes from the
critic, and the “internalizing new perspective” from the
critique recipient seemed most indicative of a major
setting shift, frequently chaining together, requiring
deep introspection on the part of the recipient either in
verbalizing past design judgments, or in imagining new
design possibilities.
LIMITATIONS OF PROTOTYPE
When limitations of the prototype under discussion
emerged in the critique, almost invariably it prompted a
deeper explication of assumptions and design decisions.
In this example, Jiao is critiquing Lisa’s artefact, and
brings up a potential American bias to their design. Lisa
is prompted to explain their rationale, revealing a richer
explanation of their (yet unstated) target user group, and
other options they considered early in the design
process.
Jiao: But I’m not sure, and uh I was curious where
you guys are only designing for American
[inaudible]?
Lisa: Um, well we designed this thinking about um,
well—we—we made our target user people on
deployment in the Navy or people on ships. Um and
so this—I think this could be expanded to other
military branches.
Lisa: It doesn’t have to be the US, and also like
people like migrant workers, where one of the first
people who like popped into our head for ways to
expand this. Um, so I don’t think it—it’s tied to an
American population. I mean, that’s what we chose
to be our—our starting point. But you can
definitely—
WORST CASE SCENARIO
Playing the “devil’s advocate” in the context of critique
frequently surfaced important design considerations,
either through a change of perspective (often coupled
with potential user reactions or a new scenario) or a
question regarding technical functionality. In the
conversation segment related below, Paul is probing
Emily’s project on HIV/AIDS disclosure for potentially
damaging use cases:
Paul: It might be a newer maybe newly diagnosed,
it might be kind of jarring to like hear these stories
of like, of people who’ve been having troubles as
opposed to stories of people who have been living
with it for a long time or people who’ve had like
successful shared stories—
Emily: Yeah
Paul: Versus like, oh crap, that was awful or
something.
Emily: Yeah, well, you know, that’s definitely one of
the, I think one of the biggest problems with this is
that it has potential to have really negative
outcomes, too, because you know, if I am a African
American gay male and I see the story of another
African American gay male who was disclosing his
status to his mother, and his mother you know
called him a fag or something, and like you know,
and—and he’s like, you know, is this going to
happen to me? So I—that’s definitely something—
[laughs]
These instances of “worst case scenarios” often resulted
in limitations of the prototype being surfaced, or the reevaluation of the problem space or target user. Thus, the
worst case scenario activated evaluation and support
through research, or a projected change in the prototype
to address this new scenario.
INTERNALIZING NEW PERSPECTIVES
Three out of four critique recipients invoked this code,
which describes some outward sign that they are
considering a new scenario, user type, issue with their
prototype, or other perspective. This consideration is
often coupled with active listening or a sense that the
recipient is proactively testing this new information
against their design concept. In the following segment,
Paul is advocating that an online community for
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supporting individuals disclosing their HIV/AIDS status
has similarities to support groups:
Paul: It feels like communicating the idea is kind of
the same thing.
Emily: Yeah, and this is kind of more like if you
need support you have to ask for it rather than
like—
Paul: Yeah
Emily: What you said with like going there and
seeing like, this support is being offered.
Emily seems to take this potential perspective and
incorporate it into her design “conversation,”
considering what effect it may have on her prototype.
Following this brief consideration, Emily more
explicitly referenced research as it related to her
problem space, externalizing design decisions that had
been unclear to this point.
ENDING THE CRITIQUE
While the recipient readily began each critique, the
features of the discourse that ended the critique were
less decisive. The critic had the last conversational turn
in each critique, but the content of this turn varied—
ranging from reiteration of the next steps in the design
process, externalized thoughts of whether they had
anything else to add, or bland positive encouragement to
the recipient. Examples included:
•
•
•
•
Lisa: And you could cremate the person and put
them in their real tree! [laughs] They would grow
in it. Oh. Somebody posted on Facebook this thing
where like you get cremated and then it’s
essentially like, I don’t know, like a Chia pet for
creation, and like you can—you can grow out of a
tree or something.
Jiao: Out of the tree [laughs]. How could it? We
almost done—
Paul: Not really, I mean—anxious to see where it
goes.
Emily: Me too! [laughs] Awesome, thank you.
Because the participants in the critique dyad had some
form of prior relationship through their coursework and
interaction in the studio space, this seemed to bring
more humanity to the end of the critique. While the
central portion of all four critiques was quite focused
and professional, each critique ended with more absurd
notions (e.g., a memory tree for terminally ill patients
being a real tree) or anticipation and support for the next
steps in the design process. The central portion of the
critique seemed in character with a professor-led desk
crit, both in content and style of inquiry (often serving
to externalize reflection-on-action), but the character of
each critique by the end was more directly supportive of
the informal, peer nature of the critique.
FLOW OF CONVERSATION
The critique sessions generally began with longer
conversational turns, as the problem space was
identified and the prototype was introduced. The
discursive space appeared to become more informal
over time, resulting in shorter conversational turns, and
a rapid-fire approach emerged where it was unclear
which participant was the original designer and which
was the critic of the design. In this way, the design
conversation turned to collaboration in a couple of
instances, which seemed to be supported by the
participants’ recalled past experiences of informal
critique in the studio.
DISCUSSION
The settings and shifts that were observed to structure
the discourse of these peer, informal critiques fit within
Polyani’s (1966) assumptions about tacit knowledge and
Schön’s (1987) conceptualization of how this tacit
knowledge may be externalized in the design process.
While these generalizations about externalizing design
thinking are helpful in framing the conversation, each
design discipline brings with it different mechanisms,
methods, and tools to actually verbalize important
information.
In this set of critiques carried out within the HCI
discipline, the critic encouraged verbalization from the
recipient by using several key frameworks germane to
features of designed artefacts in this field. These
included: framing the problem space, projecting user
reactions, constructing potential use scenarios, and
“playing through” prototypes. Each of these tactics or
strategies seemed to bridge the explicit critique context
with underlying realities of designing interactions or
experiences, recognizing the role of user groups,
defining the problem, supporting research, and use
patterns of the final design artefact. Each of these
frameworks is discussed further, with additional detail
around how knowing-in-action and reflection-in-action
were activated in a productive way.
FRAMING THE PROBLEM SPACE
By defining the problem space early in the discussion—
which is encouraged by the pedagogy of this specific
Master’s program as an epistemological feature of the
studio (Shaffer 2003)—alignment is achieved between
the critique participants early on in the conversation.
This problem space serves to contextualize the
prototype walkthrough, potential user concerns, or other
clarifying comments. In addition, problem framing was
used throughout the critiques by both the critic and
recipient as a device or structure for changing
perspectives or imagining different design possibilities.
Making explicit alterations to the design landscape like
re-framing the problem required active knowing-inaction to understand the change and translate existing
design decisions into new design judgments. In the first
example, the problem space is framed in isolation, while
in the second example, the problem space serves as an
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opportunity to discuss supporting research that advised
the recipient on past design decisions.
•
•
Jiao: Yeah, and you know the topic then um we sort
of call—have three or four two interviews with our
participant who are [name redacted] and—and
[name redacted]. They all lost their um relatives,
especially for [name redacted]. [name redacted]
lost her father um two years ago and it’s really
painful for her, but that’s sort of a journey that we
kind of—we don’t know much, because um of
course we lost our um relatives or our friends, um
so our topic was um how to—how to help people
who lost their loved one in terms of terminal illness.
Paul: …and especially um, I feel like a support
group uh along the lines of Alcoholics Anonymous
or something like that. Like the one thing that kind
of charac—characterizes it is the like regularity of
the meetings, but also accountability?
PROJECTING USER REACTIONS
Participants often invoked a persona or generic identity
to investigate the experience of the design artefact they
were critiquing. In many cases, this sense of what a user
might do or think was a way to find holes in the design,
or explore segments of the design rationale that had not
been fully considered or explored. This tactic was also
used to actively support reflection-in-action on the part
of the recipient—almost forcing verbalization of design
decisions, which may have been tacit up to that point. In
this example, Lisa asks a series of clarifying questions
about the prototype to understand what the user
experience would be like. In doing so, she improves her
understanding of the design artefact, while encouraging
explicit reflection-in-action on the part of Jiao—forcing
Jiao to make these critical decisions, even if they had
not been made heretofore.
Lisa: OK, can the family members see what the
terminally ill person is saying, or?
Jiao: Yes, they can, but also, everyone who are
going to post, they can select whether it is private
or public.
Lisa: Whenever it’s private, does that become
public after you die?
Jiao: Um, I don’t think so.
POTENTIAL SCENARIOS OF USE
Scenarios, or imagined walkthroughs of the use of an
artefact, were used quite frequently as a device for
visualizing the user experience. This method was highly
effective for exploring tacit knowledge through
knowing-in-action—framing new situations, contexts,
and users in ways that were productive in generative
ways to the overall design conversation. This technique
was often linked with a re-framing of the problem space
or projecting user reactions, but in a more explicit,
tangible explanation of how a scenario might play out.
In this first segment, Paul is discussing how training
about post-traumatic stress disorder (PTSD) during
troop re-integration may allow them closer access to
resources that can help them cope. Emily has already set
this conversation in motion, and is supportive as Paul
works through the details of whether this scenario is
important to the overall design problem he is attempting
to address.
Paul: You are, this is an emotional subject—
[joking] but I think that might be the thing that—
that it would offer is not necessarily like the end all
be all solution of like getting these soldiers to tell
their stories. Sometimes it might just be that
knowledge that there’s something out there that
people are coping with this.
Emily: Yeah
Paul: Um, whereas for other people it would be
that sense of I—I need to like get assistance with
this, and I need to tell somebody, because maybe I
can’t tell it to anybody here. So what’s—
Emily: Right
Paul: I just need to put it out there.
Emily: Yeah. So it does kind of—the motivation
does have to be kind of (.) self made—
Paul: Yeah, yeah
In this second segment, Lisa is discussing how her
concept could conceivably be used on more devices
than just an iPad. This conversation began when Jiao
asked about an alternative problem space beyond the
iPad, prompting additional reflection from Lisa on how
this might work.
Lisa: I think it would be easy to make this
something that could go across multiple platforms.
And like, that’s a good idea, because I mean
especially the people at home, like I think it’s more
logical for it to be on a tablet for somebody on the
plane—
Jiao: Right
Lisa: On a ship, but at home. But I don’t know, I
think you’re more likely to have your phone taking
pictures of things—
Jiao: Right
Lisa: You want to send back or like using a laptop,
so yeah, we could—I think having it go across
multiple platforms wouldn’t be that difficult. Like—
LIMITATIONS OF THIS STUDY
This study is based on relatively small sample of
students within a specific design discipline. Results
from this study cannot be generalized to students in
other design disciplines, or even future cohorts of this
specific design program. Future studies are necessary to
evaluate the applicability of these discursive structures
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in other educational contexts, especially in design
disciplines where a culture of formal critique is more
substantially implemented in the pedagogy.
The nature of the researcher-paired dyads and selfselection of design artefacts also limits the applicability
of results in a studio environment. While dyads were
selected within a single design program and the
critiques were carried out in a portion of the design
studio space, a fully naturalistic view of interactions
without researcher involvement was not captured in this
study. Additional research is needed to determine how
students interact and critique in a studio environment
without formal structures imposed by a researcher.
Critique embedded in interactions between peers while
collaborating on a shared design project may also
indicate different discursive structures than those found
in this study.
IMPLICATIONS FOR FUTURE RESEARCH
Based on the findings in this study, future research is
needed to solidify the mechanisms of informal
critique—both in design education and practice. In
viewing critique outside of the lens of formal academic
evaluation, the importance of documenting design
conversations and the way these conversations affect the
on-going iteration and development of artefacts can be
seen as a significant issue in education and practice.
Within education—particularly in the context of HCI
design—greater attention to the informal structures of
critique could serve as a less high-stakes form of
evaluation, while also fostering a sense of practice
community on which the studio is based. The strategies
and frameworks used to critique are also vitally
important, as they seem to draw equally on foundational
design methods/techniques (e.g., scenarios, personas,
prototype walkthroughs) and major concepts in design
thinking (e.g., problem space, user research). Additional
research is needed in each of these areas to understand
the space of critique in education, as well as the tools
and frameworks needed to explore this space in the act
of critique.
There are also significant research implications for the
practice of interaction design, as professional practice is
judged on the ability to communicate the purpose and
use of a design (Morton & O’Brien 2006). Based on this
exploratory research on informal critique in a design
studio, parallels can be drawn between the cultural
practices of the studio and professional practice in the
communication of design ideas. Research is needed
within practice communities to understand how design
knowledge is communicated, critiqued, and changed,
and how the tacit knowledge invoked in these situations
is activated and made explicit.
CONCLUSION
I propose that this study into informal, peer critique is
an avenue to understanding the communication of tacit
design knowledge in a broader sense. Lawson & Dorst
(2009) note that as higher levels of expertise are
attained as a designer, many design decisions move
from the explicit to tacit dimension—from externalized
to internalized. As such, studying design students closer
to the level of beginning designer, or students in
transitional stages of design expertise may provide
valuable insights on design thinking, and greater access
to tacit design knowledge (Lawson & Dorst 2009).
One of the most important contributions from this study
is a more explicit understanding of how designers—or
practitioners in training—talk through their design
decisions and consider or investigate potential avenues
for change. As Schön envisioned design thinking as a
conversation with the design artefact—reflection-inaction—understanding the explicit dimensions of design
thinking, and externalizing more tacit knowledge and
decisions may serve to improve current and future
design practice. A more complete investigation of
knowing-in-action, and how the externalization of tacit
knowledge can be encouraged, is an important line of
research, and this study proposes some beginning
frameworks for observing and understanding how this
externalization may occur.
This study also implies a need for more research on how
critique can reveal patterns of implicit design judgment.
Because there is a strong divide in academia between
formal critique (which has been studied extensively)
and informal critique (which has not been studied
explicitly), recognition of what constitutes this divide in
terms of content and outcomes is an important next step.
In addition, this study suggests parallels to design
practice. Informal critique may be closely matched by
water cooler talk or organic conversations in the design
space, while formal critique could include high-stakes
client or stakeholder pitches.
Ultimately, greater awareness of how tacit knowledge is
productively externalized and shared with others will
result in more efficient communication between
designers. This awareness also leads to a greater
reflective quality around communication of design
issues, increasing the verbalization of key issues at stake
for designers and non-designers alike.
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toward a new design for teaching and learning in
the professions. San Francisco: Jossey-Bass.
Shaffer, D.W. 2003. Portrait of the Oxford design
studio: An ethnography of design pedagogy.
WCER Working Paper No. 2003-11. Madison, WI:
University of Wisconsin-Madison, Wisconsin
Center for Educational Research
Shulman, L.S. 2005. “Signature pedagogies in the
professions.” Daedalus 134.3, 52-59.
Xu, A. and Bailey, B. 2012. “What do you think?: a
case study of benefit, expectation, and interaction in
a large online critique community.” Proceedings of
the ACM 2012 conference on Computer Supported
Cooperative Work, 295-304.
Xu, A. and Bailey, B.P. 2011. “A crowdsourcing model
for receiving design critique.” Proceedings of the
2011 annual conference extended abstracts on
Human factors in computing systems, 1183-11.
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ENSTASY: IMMERSIVE DRAWING AS
A DESIGN PROCESS
WELBY INGS
AUT UNIVERSITY
WELBY.INGS@AUT.AC.NZ
INTRODUCTION
Figure 1. Enstasic drawing of the decay of tidal flats.
ABSTRACT
This paper considers the means by which the short
film Munted (Ings 2011) was drawn into being. It
discusses drawing and interior dwelling as enstasic
methodological practices. In so doing, it suggests
that such approaches to the design of filmic
narratives might enable the designer to reach into
ideation and outwards into the communicative
appearance of the text.
Film is created in many ways but generally, the worlds
we watch are conceived as written scripts that are later
translated into images by directors, production designers
and actors. However, if film may be understood as
‘talking pictures’ it might also be conceived and
developed inside the domain of images. This alternative
method reaches far beyond the didactic storyboard. By
using it, the designer1 ‘draws’ a world into being. By
forsaking the script (scriptum), he might engage the
Greek idea of skariphasthai (to scratch an outline,
sketch) as a mode for dwelling within an enstasic space
where thought is pursued, encountered and drawn into
tangibility. Using drawing as an ideational tool, the
designer processes ideas that words can’t reach; he
touches the nuanced, draws into what withdraws, and
retrieves from a protean world, a complex story that
thinks… and speaks in pictures.
Using the recent short film Munted2 (Ings 2011) and
reflecting upon considerations of thought (Eliade,
Heidegger, Rosenberg and Polanyi) this paper traces a
trajectory of practice-led design research through the
creation of the film’s story and treatment.
AIM
The aim of this approach was to find a way of bridging
the space between visual ideation and visual
communication (in the development of a film text). In
other words, I was seeking a method through which I
might transfer something of the intangibility of imageled thought into a film that dealt with a very interiorised
man and his relationship with a child who wanted to
1
Figure 2. Munted is an unusual film about a false accusation of
paedophilia and its terrible consequences. Set in 1961 in a remote
rural New Zealand community, it tells the story of a ten-year old girl
(Katrina) and her friendship with a brain damaged artist (Don). It
offers a lyrical and brutal account of the cost of rumour and prejudice.
Although traditionally the role of the director is a
discrete, interpretive one, in films like Munted the roles
of ideator, writer, director, production designer,
illustrator, typographer and editor are fused. In cases
like this, I position myself as the designer of the text.
By design I refer to a conscious and critical
orchestration of graphic elements/thinking into
coherent, communicative texts.
2
A trailer for Munted can be viewed at:
http://www.youtube.com/watch?v=f8I1k6gwn1w
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become an artist. I was interested to see if enstasic
drawing might enable me to access processes (and
ideas) that words couldn’t reach. In so doing, I was
attempting to open up the process of film design to
higher levels of discovery.
LITERATURE AND THEORY
While a significant number of publications continue to
reinforce conventional approaches to scriptwriting
(Landau 2012; McBride 2012; McKee 2010; Turner
2011), a body of recent writing has surfaced that draws
into question screenplays as an appropriate model for
designing and developing film.
Millard (2010) has discussed how, in an era where
images and sound play increasingly significant roles,
traditional formatting conventions may restrict
innovation in screenwriting. Murphy (2010) has
considered alternative approaches to the screenplay
including improvisation, psychodrama and visual
storytelling. Their work builds on Wells’ (2007)
argument that the role of film ideation and development
needs to be broadened to embrace alternative narrative
forms, concepts, images, sounds and music. He notes,
“many innovative screenwriters and film-makers have
long favoured audio and visual expressivity over plot
and narrative drive” (p.13) Wells’ ideas have been
prefigured by diverse examples of directorial practice.
Jean-Luc Godard used images for inspiration “that for
some reason meant something to him; obsessed him; a
landscape, the face of an actor, a photograph from a
newspaper” (Geuens 2000: 89). Similarly, the graphic
designer Wong Kar Wai who in 1995 created Fallen
Angels, insisted on the role of images, sound, and music
in the scripting and production process. Like the films
of Antonioni, Wong’s work is developed from the idea
that “abstract lines, and forms, and shapes, and colours
can give emotional meaning and expression just as
much as narrative lines, dialogue and characters”
(Brunette 2005: 119). He believes, “You can’t write all
your images on paper, and there are so many things –
the sound, the music, the ambience, and also the actors
– when you’re writing all these details in the script, the
script has no tempo, it’s not readable… It’s not a good
idea (to write out a complete script beforehand) and I
just wrote down the scenes, some essential details, and
the dialogue” (Brunette 2005: 126).
The assumption that the narrative potential of film can
only work if imagery is translated into written language
may be in part inherited from the traditions of theatre
where written scripts have historically driven performed
narratives. However film is not theatre on celluloid. It
tells its stories in unique, pictorial ways.
It is useful in this regard to consider for a moment the
etymology of the term ‘script’. The Latin word scriptum
means a written text. It refers to the nature of recording
in written language and relates to conventions of
presenting ideas in a cohesive manner through the
construct of writing. However, there is a potentially
richer term akin to this word that is of comparable
interest. In Greek skariphasthai also means to inscribe
but it may be defined as scratching an outline, or sketch.
Skariphasthai suggests that meaning might be drawn
into being in realms that transcend the limitations of the
written word. It supposes an approach to
communication that still records, but provides a broader
dimension for thinking and construction of narrative. It
prescribes an environment where a world imagined in
pictures might be processed in pictures and eventually
communicated in pictures, without the unnecessary
impingement of literal translation. Within this construct,
the hand and pencil as realising agents in the act of
drawing, may serve as translative tools that operate in a
purely iconic mode (closest to the mode in which a film
might be imagined). Pallasmaa (2009: 17) suggests “the
pencil… is a bridge between the imagining mind and
the image that appears on the sheet of paper. In the
ecstasy of work, the draftsman forgets both his hand and
the pencil, and the image emerges as if it were an
automatic projection of the imagining mind.” This kind
of drawing is a process of pursuit rather than capture.
THE SCRIPTED NARRATIVE
However, unlike these films Munted was entirely
constructed and refined through a process of drawing,
poetic notation and painting.
Traditionally it is a requirement that the spectrum of
visualised material in the writer/director’s head must be
translated into the comparatively limited parameters of
written language before investors or funding agencies
will consider the work. In other words, the merits of an
imagined film are assessed on the act of translation into
the interim medium of the written word.
Figure 3. Immersive location drawing. Painted in coffee, ink and
muddied water, drawings like this formed thinking spaces where I
read the narrative potential of the site. These paintings offered up to
four hours of contemplation and suggestion. The scribbled notes
reflect on sounds, smells, and motion as poetic thought.
If the imagining mind creates in images and we accept
that film uses pictures to communicate meaning, it is
useful to consider the potential of methods of ideation
and development that operate purely within iconic
modes. If one considers the scripting of a film as
skariphasthai, one might create and refine through a
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process of drawing. In this approach, the designer might
engage with levels of indwelling inside the film’s
emerging diegesis and this process may lend itself to a
deeper contemplation of the visual potentials of a
proposed narrative.
ENSTASIS AND DRAWING
Sketching as a method of processing and
communicating design ideas has been discussed by a
number of writers, (Goel 1995; Hare 2002; Pipes 1990;
Rodgers, Green, and McGown 2000; Scrivener, Ball,
and Tseng, 2000; Verstijnen, van Leeuwen,
Goldschmidt, Hamel, & Hennessey 1998). However,
much of the emphasis of research in the area has
focused on what Rogers (2000) considers three primary
uses of design drawing. These are concept sketching,
presentation drawing, and drawing for manufacture.
However, through a process of immersion the designer
might also engage in a drawing method I would
describe as enstasic drawing. The term enstasic suggests
a standing within. It surfaces from the Indo-Greek roots
‘en’ (into) and ‘histanai’ (to stand). It may be contrasted
with dis-stasis (non-standing) and ecstasy or ec-stasis
(standing outside of). The word has been used in certain
esoteric/philosophical writing (Dooyeweerd 1931;
Eliade 1958; Von Baader 1987; Friesen 2011).
However, its origins predate this use.3 Although these
writers use enstasis in slightly different ways it may be
broadly understood as a state of indwelling, interior
consciousness or inner reflection. Eliade (1958: 193)
describes it as a state and knowledge where the
“consciousness is saturated with a direct and total
intuition of being”.
operate with a more flexible grammar and one is able to
connect possibilities in comparatively abstract and
intangible ways.
Rosenberg (2008: 109) refers to this process as a state
“where one thinks with, and through drawing to make
discoveries, to find new possibilities that give course to
ideas and to help fashion their eventual form”. Here he
says “the represented object does not function as a sign
but rather as a trope; a vector, a directional motion that
moves from the singularity of the image to turn the
mind out towards something that suggests itself in the
hubbub of connections” (Rosenberg 2008: 114).
Thus, in a state of enstasy one is not outside of one’s
self, drawing to create a picture, but inside one’s self,
drawing to explore the potentials of a thought. As such
drawing is a process. Rosenberg suggests this form of
drawing, “is thinking and acting between the not yet
formed and the formed” (ibid.).
THE POST-THINKING DRAWING
These drawings are significantly changed when they are
read post-process. Although residues of enstasic
thinking were used in Munted as a way of making
explicit the interior mind of a man, this was not their
original purpose. Drawings on Don’s walls (and acting
as transitions between his world and that of the child)
only acquired this function when one night as I was
drawing I pinned some of his thinking up the wall in
front of me. I was trying to clear my worktable of
material, and when I looked up he felt comforted. It was
the comfort of a fictional man. From that point the
residues of some of these enstasic drawings contributed
to a physical world that explained his interior nature.
In design research I would suggest enstasis might refer
to an induced interior state of self hood where one
dwells in the creative potential of what is not yet
formed. This process may involve the deployment of
drawing in a slow, reflective process that allows the
designer to become immersed in the world of the
emerging image and story. In this approach, thinking
becomes contemplative; the designer converses with
drawing and the drawing talks back to him. This talking
is generally more nebulous than literal. One talks in tone
and weight, emphasis and potential. Ideas are coloured
and lit and their parameters are nuanced. Thinking is not
prescribed by the territorial limitations of words. Images
3
The word enstasis as it appears in early Greek thought
referred to an objection to a premise in a logical
argument, or to finding an example that countered an
argument. See Aristotle: “enstasis d' esti protasis
protasei enantia” (Aristotle: Anal. prior. II, pp. 26-28).
However, Friesen (2011) notes the Greeks also used
enstasis to refer to a ‘way of life’ (enstasis biou). He
records the first reference to contrasting ‘enstasis’ with
ecstasy in the writing of Heinrich Paulus (1800, vol. 1,
p.15).
Figure 4. Interior of Don’s cabin with enstasic drawings
used in the development of his character covering the walls
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DRAWING AS INDWELLING
This is not a new idea. The sixteenth century the Italian
painter Titian reportedly “touched the surface of his
paper in order to investigate an elusive world just
beyond his reach” (Taylor 2008: 11). In so doing he was
reaching into the domain of thought. He was drawn into
the world of the mark. Heidegger suggests that what is
thought provoking has not yet been thought. He notes
that thought turns away from us, and calls us through
the draft of its withdrawal (Heidegger 1968: 3-18).
Schön, (1983: 159) argues that when drawing, we
construct a “virtual world” where “the pace of action
can be varied at will. The designer can slow down and
think about what he is doing.” This process of “thinking
about” aligns somewhat with Polyani’s concept of
“indwelling” (1967: 17). In this state the thinker is
dwelling inside an environment of the self where
meanings and connections might surface.
Douglass and Moustakas (1985: 47) suggest that this
process is marked by “vague and formless wanderings”
but eventually there develops “a growing sense of
direction and meaning emerge[s] as the perceptions and
understandings of the researcher grow and the
parameters of the problem are recognised.”
Figure 5. One of over 150 botanical drawings created ‘as’ Don in the
development of his character and story.
Across the surface of these images we see evidence of
an almost obsessive need to find meaning. Don’s notes
weave through his drawings in a tiny scrawled hand that
bursts into unpredictable volume. His thoughts are
poetic, meandering and introspective. They are also
broken. This is a consequence of a condition of many
brain injuries such that ideas cannot be held together in
a cohesive manner for any extended period of time.
Although some of these drawings became artefacts,
enstasic drawing is only what it is during ideation.
Rosenberg (2008: 123) notes, “When the process has a
clear outcome, a telos, it is in a sense no longer an
ideational drawing…. Once the idea is in a sense
realised, the drawing is merely a record, a feature in a
history of the process, and no longer part of the process
proper”. In this regard I am reminded of Byron in his
1822 letter to Thomas Moore, who said, "....like all
imaginative men, I, of course, embody myself with the
character while I draw it, but not a moment after the pen
is lifted off the paper" (Byron 1835: 623).
This approach to drawing surfaced characters, contexts
and narratives. They developed and refined inside a
visual world and eventually emerged as constructed
beings. Thus, enstasic drawing became a method of
immersing the designer in both the visual feel and the
narrative genesis of the film (as thought).
In this space, Rosenberg (2008: 109) suggests one
thinks as “a process and always in process”. He notes
that in this state the process of drawing is
simultaneously mental and physical. It is both thinking
and thought. Thus, he suggests, “we are drawn into
making drawing and the drawing draws us into further
thinking” (Rosenberg 2008: 110). In this regard, “the
known and the un-known are drawn to and through each
other” (Rosenberg 2008: 112).
Figure 6. Painting of drains. This was a four-hour contemplation on
water running through the darkness of an abandoned culvert. I was
interested in how such a sound might translate into the idea of loss
through drowning. This painting appears in the film as a tracking shot
accompanying the child’s monologue on the death of Don’s family.
ENSTASY IN APPLICATION
In developing the diegesis of the film Munted I travelled
to a remote, farming settlement. I sketched the
brittleness of bracken fern, the corrosion of old tank
stands, and the smell of summer mud. Later, in the same
region (where we eventually filmed Munted), I
discovered the remnants of an old house and began to
sketch the wild plants and forgotten gardens that marked
the enigmatic residues of lives that had unfolded there.
Upon returning home each night, I unloaded piles of
wilted plants onto my table. Then I began to draw in the
character of a damaged man. I was not drawing as
myself (indeed my painterly style is very different from
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the works that appear in this film); instead, I dwelt
inside and sought out, a fictional character. I moved into
an enstasic space. Here the rhythm and sound of a
pencil, the smell of wilting leaves and the quiet beating
of my heart formed a kind of denkraum. This
contemplation removed me from a known world and
from an awareness of myself. In an enstasic space the
unknown had room to dwell and find tentative form.
Although Eliade (1958) considers this space one of
static consciousness, no longer related to any temporal
duration or functions, I would argue that it is not static,
although time may feel suspended. Time and action
function, but in less familiar ways. One is aware of
fatigue and of the drying of paint, but not of the linear
progression of time. Stasis is not a suspension of
thought but a stillness inside which thought might
surface as a form of contemplation.
Through this process of immersion the character of the
botanical artist (Don) began to speak. He was strange
company because unlike other characters I create, he did
not speak with words… (in the film he has largely lost
the ability). Instead somewhere between drawing and
the scribbled, fragmented, poetry of his observations,
his story began to surface and connect through a
language of nuance and suggestion.
I discovered he was very vulnerable. He was afraid of
conflict because he could not hold ideas together long
enough to protect himself. Drawing had become his
retreat into a simple but beautiful world that could not
hurt him. His friendship with the child in the film was
based on this same quest for the safety of innocence.
Using a process of indwelling I slowly drew into
existence the nature and story of another being. The
man who surfaced from the interior space into which I
was drawn was a botanical artist. I discovered that he
was intelligent and had a scientist’s penchant for detail.
However, some years before the film begins, he suffered
a brain injury as the result of a car accident that killed
his wife and children. Accordingly, his work wrestles
with grief over the incident.
As I drew, I dwelt inside this man. Eventually I replaced
the light bulbs in my studio with a kerosene lamp so he
might feel more comfortable with the luminosity, scents
and sounds that were in the slowly forming world he
occupied.
The state of immersion became increasingly sensory to
the point that, as the film sought higher levels of
refinement, changes were made to the story only after
driving out to the world where the narrative would be
shot and spending hours drawing inside the rooms of the
cottage where he would be living.
Figure 7. Don’s paintings were created using only materials available
to an isolated man in a remote New Zealand farming district in the
early 1960s. Accordingly, his drawings appeared on sheets of light,
unbleached paper in Indian ink, graphite, coloured pencils,
watercolours, grass stains, coffee washes, and rust. When completed,
these works were glued roughly onto card so the paper he had
stretched in the process of painting, blistered, creased and marked.
Figure 8. Drawing of Don’s house one evening when I was working
on location at dusk. This image was later embedded into the film, and
the flickering light of his kerosene lamp was animated in the window.
STANDING WITHIN THE SELF
The process of drawing into being is difficult to
describe but Miller (1993: 74) comes close when he
observes, “creativity is linked to a state of
consciousness where images appear. This is usually a
passive state where we are not trying to be creative but
are receptive to experience and ideas”. In this regard I
was not indwelling so I could find describable, narrative
episodes, instead I was receptively ‘listening’ inside the
drawing of a fictional man’s thinking. I was standing
within the self and dimensions of the self were speaking
in languages that transcended words. Drawing in this
realm was not didactic. I was not trying to record
thought. Rather drawing was contemplative. Each mark
induced another and collectively the weight, colour and
texture created worlds and ways of seeing became the
dimensions of a fictional character and his story.
Enstasis in this regard may be likened to Keats concept
of negative capability, “when a man is capable of being
in uncertainties, Mysteries, doubts, without any irritable
reaching after fact or reason” (Keats 1958, I: 193). In
this uncertain state one receives and reflects on thoughts
rather than actively pursuing them. Thought is
cumulative. The dimensions of characters, worlds and
their collective stories gather like tentative fragments
drawn to a magnetic field. These fragments are brought
to the fore through rhythms of drawing objects and
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environments.4 Where a character murmurs words in
this state, I record the fragments I ‘hear’. These
fragments do not become the dialogues of the film, but
act as further insights into consciousness. They are the
lyrical thoughts of dimensions of the self that have
adopted fictional personas.
These stains were the skariphasthai, the marks of
making, pulled forward from the creation of a story and
embedded in the film’s final treatment. They were the
texture of thinking, the unreliable and unstable products
of an alternative method of designing film; they were
the leakage of method into the surface of a visual story.
INSIGHTS AND CONSEQUENCES
As a research method, enstasic drawing enabled me to
think slowly and immersively. By being able to develop
a film via images rather than through written
description, instruction, and dialogue, I was able to
develop a diegesis based on weight, tone, colour, texture
and sound. This is not unlike Wong’s approach to
filmmaking that utilises abstract forms, shapes, and
colours to create distinctive levels of emotional
resonance. However, the process of enstasic drawing is
more immersive. One dwells inside a world and through
this indwelling that world gravitates towards the
tangible.
Figure 9. Drawing of a wild lily showing a fusion of Don’s botanical
training and the fragmented nature of his grief.
COMMUNICATING PAINTERLY INNOCENCE
Because the process of drawing was so organic I
realised while I was working that the idiosyncratic and
unpredictable mark of the artist’s hand might also be
employed as a means of emphasising the painterly
innocence of the story. In contemporary short film,
special effects are generally manufactured inside the
convenience of digital environments. These
environments carry in their architecture the cognitive
blueprint of their software designers. What is promoted,
as a plethora of options is in fact just that; a set of
options. They are not approaches driven from the source
of the work but somebody else’s styling agents that may
be applied to its surface.
Munted is a film that bears the marks of its thinking and
its making. The danger of water permeates it on many
levels. It is the medium of thought (ink, watercolour,
coffee and tea stains), it corrodes old cars, stains
surfaces, and ties the death of Don’s family to him.
Accordingly, the aesthetic of the film is marked with
water. Sometimes its stains drift across the surface of
his paintings and sometimes they bruise the filmed
world around him.
The technique of narrative staining was not achieved via
the application of a special effect. Instead it was created
from portions of Don’s paintings that we separated and
individually animated as discrete elements.
4
Some of these fragments establish homologies and
resonances; they ‘relate’ to each other. Others surface
and then fall away. This may be likened to Simmel’s
discussion on method (1908: 1) where he notes, “out of
complex phenomena, the homogeneous will be
extracted… and the dissimilar paralyzed”.
Because as a director I had lived inside these characters
and their physical worlds, I knew the ethos of what I
eventually filmed on very sensory levels. This meant
that approaches to lighting, grading, movement, sound
and texture were internally cohesive because they were
developed inside the same ideational process.
Significantly, the outcomes of this approach also
influenced the manner in which the film was directed.
When Munted was shot we did not have a script. I
showed actors drawings, introduced them to the
physical world they would inhabit, and explained the
event that would occur in each scene. This meant that
their performances were essentially responsive. This
technique is not unique. Films like Wright’s Shaun of
the Dead (2004), Kubrick’s Full Metal Jacket (1987),
and Scorsese’s Taxi Driver (1976), all contain
significant, non-scripted scenes. However, with Munted
the entire film was directed through immersion and
guidelines.
Both Katrina and Don spent long periods, prior to
shooting in their respective houses and the
environments that surrounded them. They learned to
ride bikes through long summer afternoons, they picked
wild blackberries together and drew pictures of each
other. The scenes of Katrina’s near drowning and the
assault on Don were shot without rehearsal. The actors
knew what would happen in the scene but I asked them
to feel their way through (dwell within) the episode and
respond accordingly.
CONCLUSION
In trying to describe the design process that brought this
film into being I am aware of the difficult nature of the
discussion.
First, enstasic consciousness (as discourse) has a
somewhat discordant history through theological
philosophy. In considering the term I have largely
stripped it of its spiritual/esoteric associations and
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considered it as a concept that may be used to describe a
state and process used for developing creative thought.
Second, enstasic drawing is not a form of
communication. Its purpose is not didactic (diagrams),
nor a form of shorthand (sketches). Instead, it is used to
generate thinking.
Third, enstasic drawing is by its nature, nebulous. It
validates the sensory, the immersive and the tacit. It
elevates standing within the subjective self to draw
thought into being. As such its processes are neither
stable, predictable nor explicit.
Finally, enstasic drawing is useful only in action. What
we read post-process is not the thinking, but at best, a
disconnected residue. In Munted, these drawings did
bleed into the film. Because of this, it has been
necessary in this article to differentiate between the
drawings as enstasic thinking and their nature and use as
post-ideational artefacts.
IN CLOSING…
Munted premiered in the 2011 Montreal World Film
Festival. It went on to official selections in a number of
international festivals including the 53rd Bilbao
International Film Festival, the 29th Brussels
International Film Festival, the 27th Berlin-Interfilm
Film Festival, the 18th Regensberg Short film Week, the
2011 Vladivostok International Film Festival, and the
2011 Lucerne International Film Festival. The film won
numerous awards including: Best Short Film at the
Lucerne International Film Festival, Finalist in the 2011
New Zealand Design Awards, the Jury Award: Special
Honour at the 18th Regensburg Short Film Week, and
the Audience Award at Zubiak Gexto (Spain).
But these awards are only the aftermath of making.
Munted was a film generated inside an enstasic space
that eventually bled into a short film text. The film was
conceived through painting, drawing, touch and sound,
in a world beyond words. Through this highly sensitised
process, two men reached out to each other. One was
the designer and the other, a fictional man. These men
were inextricably linked, although one functioned as the
creator of the other. The drawings constitute the
territories and residues of their thinking.
Figure 9. Opposite- Drawing of digitalis. Although drawings like this
served to develop the intricacies of the film’s diegesis, they did not
lose their potential for generating thought as the film moved into
production. However, their role changed from the enstasic to the
explicit. In this new form they permitted new types of ideational
conversation to occur between actors, crew and myself.
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Brunette, P. 2005, Wong Kar-wai, University of Illinois
Press, Urbana.
Millard, K. 2010, 'After the typewriter: the screenplay in
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BALANCING FOOD VALUES: MAKING
SUSTAINABLE CHOICES WITHIN
COOKING PRACTICES
ANNELISE DE JONG
LENNEKE KUIJER
THOMAS RYDELL
INTERACTIVE INSTITUTE
TU DELFT
INTERACTIVE INSTITUTE
ANNELISE@TII.SE
S.C.KUIJER@TUDELFT.NL
ABSTRACT
Within user-centred design and topics such as
persuasive design, pleasurable products, and
design for sustainable behaviour, there is a danger
of over-determining, pacifying or reducing
people’s diversity. Taking the case of sustainable
food, we have looked into the social aspects of
cooking at home, in specific related to the type of
food that is purchased. This paper describes what it
means for people to make more sustainable choices
in food shopping and how that can be mediated
while taking different ‘food values’ that household
members have into account. In a design
experiment, we developed a service for selecting
daily dinner meals while supporting choices of
sustainable food which reported on environmental
impact, health and nutrition values, and purchase
data. Through visualizations of alternative food
choices, the experiment provided a space for
households to negotiate food values, while opening
up possibilities for changing cooking practices.
INTRODUCTION
Society is facing grand challenges through global
environmental change, economic instability and social
inclusion. Issues underpinning these challenges are
manifold but household consumption, defined by the
OECD (2002:2) as “the selection, purchase, use,
THOMAS.RYDELL@TII.SE
maintenance and repair of any product or service by
members of a household” is increasingly being
highlighted as a key area requiring attention.
Furthermore, increased efficiency of production and
products has been countered by increased consumption,
and volume effects resulting from behavioural, social
and demographic factors (Keyfitz 1998, Stø et al. 2006).
For example, ‘rebound effects’ have spurred consumer
research which challenges previous assumptions of
rational choice, planned behaviour and consumer
sovereignty which tended to ‘black box’ consumption as
an economic and material category (Stø et al. 2006,
Welfens et al. 2010). Broadening focus from the
individual consumer to consumption as part of socially
shared practices (Spaargaren et al. 2006) holds potential
for a better understanding of the role of these in the
complex reality of daily life, and to find leverage points
for change on the scale required for reaching a more
sustainable society (de Jong and Mazé 2010).
In this paper we describe a project where we had an
existing online food shopping service in Sweden as
starting point. People increasingly use services like
these, for various reasons such as efficiency, and some
appeal to people’s interest in shopping for more ‘ecofriendly’ products. Our initial aim was to provide
customers with their personal historical purchase data as
a way for them to have more control of their
consumption behavior. However, this also offered the
unique potential for us to intervene and influence
customer’s choices in order to shift towards choosing
products with less environmental impact and to raise the
issue of producing less food waste at home. A study
conducted by the Consumer Society in Stockholm
(Ungert 2008) shows that the Swedes, on average,
discard about 28% of the purchased home, where 18%
is unnecessary waste (food that does not consist of
inedible parts). By making alternative food choices the
daily diet would cause only a quarter of energy output
(13MJ) compared with a more energy-intensive diet (52
MJ) (Stockholms Stad 2008). In relation to these ‘good’
food choices, there is also a great potential to reduce
environmental impact by using locally produced food, a
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change that also generates cost savings. However, there
are several unresolved questions in this matter, which
we cannot all address in this paper since it is a complex
discussion very much dependent on the system
boundaries chosen, and also driven by political agendas.
For instance, the question if local production, such as
beef produced and consumed in Sweden is
environmentally better in terms of less transportation
versus potential large-scale benefits of production of
beef elsewhere in the world.
The questions that we are addressing in this paper are
how people make food choices for everyday home
cooking practices, and how to engage and support
household members in making sustainable food choices.
BACKGROUND
DESIGNING CHANGE
Approaches for raising awareness and changing
people’s consumption behavior often focus on designing
interactive systems, for instance by presenting
information on resource uptake in a visually attractive
and easily accessible way. For example, for reducing
direct energy use in households, the goal is to make
people reduce their energy uptake by making energy
uptake itself both more visible and understandable as to
what and when it is used for (Broms et al. 2010).
However, some domestic energy-consuming practices,
such as washing clothes are non-negotiable (Pierce
2010), where people simply are not willing to make a
change. Interactive services and products are also
available for shopping ‘eco-friendly’ food products,
such as bar code scanners and applications revealing the
‘eco-footprint’ of food products or ingredients when
standing in the store. However, choices of food are
driven by other than rational goals as well. They are not
only economically and culturally driven, but set and
embedded within a social context (De Borja, 2010).
In our previous work we have investigated the concept
of social practices (Author 2012) in order to study the
role of design for shaping alternatives to current water
and energy consuming household practices. We have
adopted the definition of a practice by (Reckwitz 2002),
since it explicitly mentions ‘things’ which we find
useful in relation to product design:
“a routinized type of behavior which consists of several
elements, interconnected to one other: forms of bodily
activities, forms of mental activities, ‘things’ and their
use, a background knowledge in the form of
understanding, know-how, states of emotion and
motivational knowledge”
A basic characteristic of practices is that they consist of
a constellation of interconnected elements, of which
‘things' and their use, mental activities and emotional
states, and bodily activities and background knowledge
are part (Shove and Walker 2010). While designers are
trained to design products, Shove and Pantzar argue that
“products (‘things’) alone have no value. They do so
only when integrated into practice and allied to requisite
forms of competence and meaning” (2005, 57).
Taking practices as a unit of design (Kuijer and de Jong
2012) means not only to focus on the design of new
things but to think about novel constellations of skills
and images as well. However, this is still not all of it.
Again in the words of Shove and Pantzar, “new
practices consist of new configurations of existing
elements or of new elements in conjunction with those
that already exist. From this point of view, innovations
in practice are not simply determined by the generation
of new products, images or skills. What really matters is
the way in which constituent elements fit together”
(2005, 61). In practice-oriented design, the focus
expands from things to images and skills, but not
without consideration of how these fit together. For
example, practices of washing, cooking, travelling and
gardening (De Borja et al. 2010, Hielscher et al. 2008,
de Jong and Mazé 2010; Spaargaren et al. 2006) are
understood as a historically and constantly changing
assemblage of designed artifacts, skills and images.
Taking practices as unit of analysis offers sustainable
design the systemic perspective necessary to address the
scale of change required in moving towards a more
sustainable society (Scott et al. 2012).
In this project we adopted cooking as main unit of
analysis. Although people in Sweden are believed to
have a limited number of eight to ten dishes that they
prepare for about 80% of the time, there is a large
variety of lifestyles between participants from different
backgrounds even in similar environments. While for
some this is inherently a fun and family matter where
taste and variety of dishes and ingredients are on the top
list, for others the hassle of this everyday recurring
activity but also lack of knowledge and skills, lack of
inspiration and the actual planning of meals requires
much effort (Spengemann 2011). People have very
different personal goals when it comes to what food
they choose, varying from balancing quality and price,
to health issues, as well as social values.
The increased use of different technological devices and
convenience of ready-made food has brought about a
new set of skills than in traditional cooking (Truninger,
2001). Processed and pre-prepared food can be
combined into tasty dishes and this way of cooking
might fit better to the way in which food is sold in
supermarkets. In that perspective, it is not enough to
simply bring back traditional skills and knowledge to
the current cooking practices if the aim is to have a fit
with people’s modern values. Re-introducing traditional
knowledge is seen to have potential but is believed to
not hold all the skills needed for the modern context of
food practices. This means that new skills and products
have to be developed that fit to the context instead of
having to re-learn ‘traditional skills’.
PRACTICE-BASED DESIGN PROCESS
We adopted an explorative design approach to explore
and open up cooking and shopping practices. It was
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carefully guided by the research team for developing
design examples in which issues of awareness and
social interaction in relation to food shopping choices
could be explored, see for example our previous work
for such an approach [Mazé and Redström 2008].
Rather than ends in themselves, designed artifacts can
be instrumental in futures studies for approaching the
social complexities and controversies inherent in
dealing with sustainable futures. For example,
visualizations may frame perspectives on otherwise
intangible and complex phenomena, conceptual or
critical designs may broaden the collective imagination
by depicting alternative futures or viewpoints, and
scenarios may illustrate transition pathways (Mazé and
Önal 2010, Quist 2007).
The project was set up around a design team, consisting
of service designers and user researchers with a design
background, and managers from an online grocery store,
joining together in monthly meetings as well as in the
participatory design workshop. In these working
sessions, quantitative survey data as well as qualitative
ethnographical material from the user research was
presented as building blocks for the design process,
resulting in several design proposals for an online
shopping service. One of which was elaborated as
prototype for explorative evaluation with users. The
project started in February 2011 and lasted one year.
EXPLORATIVE RESEARCH
Our starting point was to get more insight into what
food values people have, and how people actually make
choices what to eat, what these choices are based on and
how this is embedded in a socio-cultural context. We
started off with explorative research by inviting
ourselves to accompany people into both physical and
online stores. Afterwards, we joined into their homes
while documenting the entire sequence of unpacking
and storing by video and/or photos. Such documenting
was done throughout the project, including evaluation of
the final prototype, and data was fed into the design
process shaped as stories, pictures and quotes of
participants’ practices.
ONLINE SURVEY
As a first indicator, we conducted an internet survey on
what people think about ‘ecological’ brands, and what
they need in order for them to make more sustainable
choices in their food shopping. The survey contained
questions ranging from the amount of ecological
products people buy to amount of food that is thrown, as
well as the reasons for making (non) environmental
food choices. The internet survey was set out amongst
personal networks of the design team members, and was
eventually filled out by 42 persons. The results were
analyzed by quantitatively assessing the results and
were regarded as indicative. Results suggested that
people suffered from a lack of trustworthy information
on food products to make sustainable food choices.
ETHNOGRAPHIC STUDIES
In response to the need for diversity and inclusion of
people with different ‘food lifestyles’, we set up our
explorative observations and interviews with people
whom we expected to have different personal goals: a
person with an interest in eco-products, an online
shopper with small kids, a food expert, and a person
uninterested in food waste. Furthermore, one person, the
‘food expert’, agreed to be part of the project during all
research iterations, see also Figure 1.
We found it particularly important to observe people
directly at the store where they usually would go for
shopping food or groceries, and at their homes. If
possible, we invited them to be interviewed with family
members. For various food choices, it is difficult for
people to verbalize their thoughts about things they do
in the store and why they choose certain products or
brands. Similarly, it will provide more direct and
evidence based information when people show things in
their kitchen or at the store. For example, to see what
type of ecological products they buy and why, how they
go about with information on products, where and how
they store things at home, and whether they are aware of
the food they have in their cupboards and fridge.
Meanwhile, we asked questions about special occasions,
such as dinner parties and birthdays, and how they used
to think about food products and shopping in the past.
The explorative research included two moments in time
for the observations and interviews: (1) at the start we
performed explorative observation with 4 people during
shopping at the physical store or online at home (each
roughly 1.5 hours), and (2) half way during the project,
we organized interviews with 7 people, of which the one
person as ‘food expert’ had been part of the first
observation round, to evaluate and prioritize three
design proposals (each roughly 1.5 hours).
METHOD OF ANALYSIS
We analyzed and transcribed all collected material from
the observations and interviews, resulting in a total of
about 20 hours of video and audio recordings. The
questionnaire, observations and interviews were mainly
used to inspire the design process, not to form an
accurate overview of different food values and people.
These were reported in user profiles reflecting personal
information as well as ambitions and problems, see
Figure 1.
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impact and was especially unsure about other impacts,
such as packaging and transportation and how that
worked out as a whole.
BALANCING FOOD VALUES
Participants take the everyday returning choices of
‘what to eat’ very differently. For the food expert with
teenaged child who is also deciding on the daily dinner
meals, there is more discussion and negotiation on
sustainable choices. But for the online shopper with
small kids it is more important to have a healthy and
balanced diet, combined with a good quality/price
index.
Figure 1. User profile with picture, quotes, drivers/ambitions,
opportunities, problems and thresholds.
FOOD CHOICES
The food values of participants that we found in the
research showed a high variety between people. They
ranged from a high demand for taste and quality from
food experts, who are experimenting with food, and the
eco-interested person who uses social media for
exchanging recipes with other similar minded people.
Others values coming from the online shopper with kids
and the food expert, are related to issues on health and
nutrition, for instance from people with children or
people with specific diets. Also, a lack of inspiration
and knowledge reported as a ‘daily hassle of balancing
quality and price’ is a recurring issue among all
participants.
How people make food choices and what it is based on,
has been divided in two themes: firstly, trustworthiness
of information and secondly, balancing food values.
TRUSTWORTHINESS OF INFORMATION
Participants indicated in the first explorative interviews
and in the internet survey that they had a need for
knowledge on the environmental impact of their food
consumption. They indicated that they did not trust the
eco-brands, or that they did not know how to interpret
the information and understand differences between the
‘eco-products’. Also, unverified stories going around
about ‘good’ and ‘bad’ products, and proper ways of
preparation were a source of frustration. Here,
participants are searching for answers online and in their
personal networks, but do not know where to look for
trustworthy information.
From the observations in the store, it became clear that
participants had various ways of determining quality of
specific fresh products, for instance the food expert was
touching and smelling fruit and vegetables, and looking
at the product’s color, texture, as well as due dates of
fresh products. The eco interested person and the food
expert were keen on getting raw ingredients or locally
produced food, as opposed to the ready made dishes,
pre-cooked and processed food to avoid artificial food
supplements. However, the online shopper also
indicated not to know how to relate to environmental
Although for the eco-interested person the
environmental impact of food products was an
important part of the decision process, other participants
find it difficult or not important and rather relate to taste
and health/nutrition. Some participants use a home
delivery service, or have used it earlier. These services
take care of deciding what to eat, and deliver the
ingredients for dinner meals, for instance. Some of these
services are geared towards providing fresh and locally
produced ingredients and ‘eco-products’. Again the
participants mention trust and that it is important to
believe in the quality of the service, the products they
deliver, and what it stands for.
An important value, that is already touched upon, that
all participants mentioned is health and nutrition. Even
though the importance of this has changed continuously
during their life, with getting children as the major
instigator for taking this more seriously, most
participants mentioned that they still have to balance the
quality of products with their finances. Evenmore, in
households where not all members prefer the same food,
for instance those with specific health or vegetarian
wishes, participants indicated that this adds to their
daily struggle of finding harmony in everyday cooking.
In terms of food waste, participants often mentioned not
to know what items were lying around in the fridge and
cupboards, nor did they know about their due dates.
They also talked about dinner left overs, which were
made into lunch boxes for the next day or, what also
happened, that left overs were being placed in the back
of the fridge or freezer and forgotten over time and
eventually were thrown. This is something that people
said they were actually feeling unhappy about and
would like to avoid.
DESIGN EXPERIMENTS
Given these food values and choices, we were looking
for points of intervention for our design example. We
sought to find those instances where people are open for
discussion and interested in hearing more, or where they
are already looking for alternative ways, or even trying
out new ways of cooking to see how those fit in their
everyday lives.
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service with factual data on food and guidance for
changing food patterns.
DESIGN EXAMPLE
To be able to reflect on the questions we posed in the
research, we developed one design example called
‘Food Planner’ further. It is based on the third design
direction, and was prototyped as an application for an
iPad, see Figure 3, only for the purpose of the research.
This gave us the opportunity to study the type of
feedback and information that people actually supports
in their decision making and possibly in changing their
cooking practices.
Figure 2. Participatory design workshop with a futures approach.
By taking a futures perspective, as explained in the
background section, which was set in a participatory
design workshop format, we aimed to open up potential
scenarios without the present political and social power
structures, see Figure 2. For instance, what it would be
like if there was a high food tax on specific products or
if more types of food waste than compost could be
recycled in ways similar to recycling of paper and
plastics. Even so, it is extremely difficult to imagine
how that would work out, and more specific, what the
consequences of those ‘future conditions’ are for
people’s everyday life. However, it opened up a way of
thinking and reflecting on food values and cooking
practices that are not restrained by, for example,
industries’ sales objectives or accessibility of locally
produced food.
We chose the Food Planner, because we were looking
for ways to support and engage household members in
cooking practices, with meals as the center of attention
for people ́s inspiration, negotiations, and choices. By
offering several options for dishes, including healthy
alternatives and showing their environmental impact, it
aims to create discourse around food preferences as a
way of reflecting on people’s cooking practices. This
would mean, for instance, that if one person in a family
thoroughly enjoys beef (with high environmental
impact), and another person prefers vegetarian dishes
(with low environmental impact), it can be made
’acceptable’ for both to have some beef dishes since it
will be balanced out by vegetarian dishes.
As a result, we formulated four directions that worked
for us as a way of framing ‘design spaces’ in which we
could start formulating our design examples:
1.
Informative, which support individual
customers during actual shopping with
information,
2.
Collaborative & Social, focusing on the
potential of social media to engage people in
networks for getting inspiration, or gaining
skills and knowledge,
3.
Coaching, which is based on open access of
purchase data and linking those to user
profiles.
4.
‘Futuristic’, involving more interactive modes
of coaching where questions can go back and
forth on a more personal level, such as stress
levels.
Within these directions, we sketched and, in the end,
defined three design examples. They were different
types of services and we chose one for each direction,
apart from the Futuristic direction: (1) A shopping
service with an extra layer for local producers and food
experts to exchange knowledge and ideas, (2) A recipe
service for sharing tips and recipes, and (3) A planning
Figure 3. Family planning of weekly dinners in the interview setting.
We will briefly present the design example here.
The final design has several features that allowed people
to plan their dinner on a weekly basis by choosing ready
available meals and recipes. The selection of meals
made it possible to create a point system of meals’
environmental climate impact. Such a point system is
preferable since impacts are defined in intervals and
making the points correspond to these intervals. Similar
to the point system of Weight Watchers (2013) for
nutritional information, the system creates an intuitive
model matched to different goals (for instance a goal
could be 10 points/day). Furthermore, it is only
necessary to calculate products in common recipes and
the impact of many products converge to zero in small
quantities.
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These calculations were based on Life Cycle
Assessment (LCA) calculations of indirect energy
caused by producing, transporting, packaging, etcetera,
of food products. The calculations were estimates, based
on environmental impact databases made available
through our previous project ‘Reclaim your data’ in
which data was developed by Swedish defence research
through the use of an energy analysis program, which is
a simplified LCA method. The LCA calculations were
made for a small number of example dishes by
calculating the type and amount of ingredients, and add
their relative impact in terms of CO2 emissions, see
Figure 4 for an example.
To set the CO2-score we multiplied the total amount of
CO2 with a factor and put the result in different
intervals. To set this factor we experimented with the
numbers and found a reasonable balance between
having low numbers, which are easier to remember and
more accurate in terms of letting errors into the
intervals- and still expressing variations between most
dishes. Thus, most recipes wouldn't be in one or a few
intervals.
In the prototype we set a goal of a maximum of 40 CO2
points per person and week based on dinners. This was
mostly an experimental number but it was based on a 25
% decrease in CO2 consumption from the
current consumption. This was up to people themselves
to set based on their current consumption, and then to
gradually lower it so as to make it feasible for people to
reach the goal.
possibilities and boundaries with a possible system of
CO2-feedback rather than develop it.
Another feature is the democratization of data. As
people use services in their daily lives, such as shopping
with loyalty cards, large amounts of data about their
behavior is generated and analyzed to empower
organizations in their decision-making. Therefore it
provides people with the opportunity to access their own
purchase data, which could give ’power back to
customers’. Apart from historical data on quantities of
products, the service also generates a shopping list
based on the chosen meals, with which people could
check their stocks and take away those items they don’t
need, hence reducing food waste.
In Figure 5, the design example is shown. Here, it
reflects the main screen with pictures of dishes, as well
as their ingredients and recipe. For each meal, an
indication of environmental impact of all the ingredients
is provided by a number reflecting environmental
impact. Those are added up in a bar depicted underneath
the chosen recipes which is visually filling up from the
left in green, but turning orange and red as soon as a,
self-chosen, goal of maximum total number of points
per week was exceeded. Also, accumulated overviews
of environmental impact, including so-called ‘top five
ingredients’ and personalized suggestions are provided
in follow-up screens. Other overviews, not depicted
here, include the health and nutrition graphs, and
financial overviews.
The nutrition and health information was based on the
content and balance of ingredients of the meals, such as
fibres, fruit/vegetables, sugar, salt and oil-based
products, where we used customized preferred daily
intake overviews for visualizing the data.
Figure 5. The first prototype of the design example Food Planner on
an iPad with the suggestion of daily meals, including direct
environmental feedback.
EXPLORATIVE EVALUATION
Figure 4. Example of LCA calculation of hamburger, including a meat
alternative, in CO2 values and related point system.
The calculations and information were gathered purely
for prototyping purposes. They did not reflect accurate
numbers, which was also pointed out to participants in
the user tests. Our intention here was to describe
The prototyped design example was explored by 6
participants, including other household members, at
their homes in an 1-2 hour interview. The participant
that had taken part from the beginning was included in
the evaluation as well. For the purpose of the research,
about 20 dishes were taken up in the service, as well as
their calculated environmental impact, and the nutrition
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and health data. The prototype functioned in terms of
the visual layout of the screens, possibility of
manipulating images of meals, the shopping list
functionality, graphs and overviews, but did not
resemble reality in terms of actual store content and
exact data.
The interviews were themed by taking out quotes and
reporting those within our questions of food choices and
changing practices: (1) Making sustainable food choices
and (2) Changing everyday cooking practices.
1. Making sustainable food choices
In the service we included three types of information
feedback that people indicated they needed: an
environmental impact point system, health and
nutritional graphs and financial overview. For choosing
dishes, visualizations were provided in clear and bright
pictures of the dishes. People mentioned this as an
important feature since food is all about texture and
colour and this is a good way of referring to those
values, albeit in a different way. However, they also
clearly indicated that they wanted detailed overviews to
compare their data with others and also for setting their
personal goals. On a more practical level, people
expressed preferences on the way the environmental
impact was depicted. For instance, they felt they were
punished by visualizations indicating high impact
numbers in a red color.
Credibility and accessibility of information are two
important notions within the service for people to
actually make changes in their routines, which they feel
are worth the effort. Several participants indicated
afterwards in the phone interviews that they became
much more aware of the products they choose and to be
more active in finding information and alternatives.
Apart from providing purely information about the
background of products, there is also a need for more
personalized, humorous and visually attractive stimuli
and remarks that are aimed towards making people
reflect on their consumption patterns, for instance a
remark on environmental impact that says “Oops, too
much beef here”.
2. Changing everyday cooking practices.
them sitting together as families, which they normally
would not do, as they said. Here, teenaged children got
very involved in the selection of dishes, see also Figure
3, and it provoked discussions on food choices among
family members, of which they said that they had not
known about other members’ thoughts before. During
the interview negotiations on the planning of dishes in
one week were going on between family members, such
as “but you have already had your steak and now I
would like to have the beetroot soup”. It facilitated a
meaningful interaction amongst family members in a
playful way, contrary to the notions of ‘hassle’ and
‘efficiency’ that we encountered in the earlier user
research.
DISCUSSION
Our goals in the project were to understand how people
make food choices and to explore how to engage and
support household members in making their food
choices more sustainable.
We found two important themes related to people’s food
choices: (1) Trustworthiness of information, and (2)
Balancing food values. We have been experimenting
with these themes by designing several design examples
of which we have prototyped and evaluated one, the
Food Planner, a service for weekly planning dishes
presenting reliable information on environmental
impact, nutrition and health information, and financial
overviews based on purchase data. The environmental
impact feedback was visualized in a point system, based
on LCA calculations of food products in Sweden, albeit
with a limited size of the database. The nutrition and
health information was based on the content and balance
of ingredients within estimated preferred daily intake
overviews.
CHANGING PRACTICES
While issues on presenting and visualizing data on
resource uptake are not new, we have begun to explore
ways to present the information of environmental
impact of food to people in an easy, yet rich way. Still,
many issues remain open for questioning, such as the
point system for environmental impact of food products
and the relation of such a system to other resource
uptake indicators.
Participants indicated that even though the
environmental impact was simplified within a point
system, it is a notion that is often unfamiliar to
participants and that they cannot relate to their everyday
life. In order to become useful for them, they need a
way of comparing the impact value with other things
that they can relate to, such as the impact of traveling or
energy use, or with other people. In terms of nutrition
and health, graphs are difficult to interpret for some
people, but in general this was seen as an important
feature of a total service. Similar viewpoints arose on
the graphs reflecting historical purchases and financial
overviews.
We have also intervened on a social level, by facilitating
negotiation and decision making within families.
However, we discussed changing routines only in the
interviews and we have to question whether this comes
near to the level of forming and stabilizing ‘new’
practices that we feel is necessary. In order to
understand how cooking practices can be shaped, we
may need to step away from current modes of
interaction and devices that come on top of the current
information load that people handle in everyday life.
During the evaluation, some participants actually had to
change their shopping practices since we interviewed
The experimental design approach taken in the project
as well as the continuous iteration of the user research
EXPERIMENTAL DESIGN APPROACH
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into the design process has led to design iterations that
were made on the basis of the aim of the team members
to understand how to relate to people’s food values.
Team members were eager and anticipating on
implementing insights and evaluations of the
prototyping phase into the final design example.
However, they had to get used to the way the project
was framed, without the existence and formulation of a
‘design problem’, and instead searching for design
examples as a way to study a phenomenon rather than
designing a ‘solution’ for a certain ‘need’. Our design
team, although varied in terms of expertise, did not
represent customers, nor did it include people from
other socio-cultural backgrounds than our own. As a
concluding remark on participatory design, we need to
be careful when thinking in terms of who we are
designing for, and who we relate to as ‘the others’
(Keshavarz and Mazé 2013), or as the put it “The role of
the designer and researcher simply cannot be preconstituted, nor its terms of participation. Design must
be queried at the ‘political frontier’, in which other,
situated forms of knowledge are embodied in socialand change-oriented practices”.
ACKNOWLEDGEMENTS
Future research is underway and will take up the precise
calculation of meals and how people can relate that to
other (in)direct use of resources. Also, the mode of the
current design example has been used merely as an
example and possibilities of other modes, not
necessarily online shopping, but more directly related to
food, such as in a physical grocery store will also be
investigated. Maybe most importantly, we need to take a
step back from this experiment, and, perhaps guided by
principles of backcasting and future studies (Wallgren
and Höjer 2009), find alternative scenarios that do not
introduce yet another interactive technology.
Hielscher, Sabine, Tom Fisher and Tim Cooper 2008,
The Return of the Beehives, Brylcreem and
Botanical! An Historical Review of Hair Care
Practices with a view to Opportunities for
Sustainable Design, in proceedings of the Design
Research Society conference, Sheffield, UK: DRS.
CONCLUSION
In this paper we have presented how we explored issues
around making sustainable food choices in everyday
home cooking practices. Important themes that we
found in our search are: (1) Trustworthiness of
information, and (2) Balancing food values.
We have prototyped and evaluated one design example,
the Food Planner, a service for daily planning of dishes
which presents reliable information on environmental
impact, nutrition and health and financial overviews,
which proved to be a viable means for exploring and
negotiating people’s food values. However, we will still
need to verify by means of long-term studies, for
instance, to what extent people will actually make more
sustainable food choices and change their cooking
practices.
Future research will take up the development of the
suggested point system for environmental feedback, to
assess whether and how this will actually succeed to
become an effective means to create discourse in
households on food values and accordingly, to develop
new cooking practices.
We thank the Swedish funding organization VINNOVA
for their Vardags IT 2011grant of the project
CHECKOUT. Furthermore we want to acknowledge
Eric Gullberg and Pauline Spengemann for their work in
the project, and all participants in our studies.
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COLUMNS ON THE FINAL PAGE SHOULD BE OF EQUAL LENGTH
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CHARACTERISTICS AND
INTERFERENCES OF EXPERIMENTS IN
SCIENCE, THE ARTS AND IN DESIGN
RESEARCH
DAGMAR STEFFEN
LUCERNE UNIVERSITY OF APPLIED SCIENCES
AND ARTS – SCHOOL OF ART & DESIGN
DAGMAR.STEFFEN@HSLU.CH
ABSTRACT
Commonly the term “experiment” is in the first
place associated with science, systematic methods
and strict principles for the sake of knowledge
creation. Nonetheless, the term is widely used
across the boundaries of science. The arts attribute
artworks likewise as experimental – a usage that is
often claimed to be metaphorical, since experiments in the arts (including design) lack the essential attributes that define a scientific experiment.
Currently, research in the fields of science studies
and literary science has revised these established
conceptions as well as the primacy of the scientific
experiment. The philosophical approach of New
Experimentalism relativizes the deductive
conception of hypothesis-testing experiments and
argues for a broader view. Studies in literary
science and cross-disciplinary comparison between
the arts reveal an age-long experimental tradition
and also common characteristics of experimental
work in these fields. Design researchers should be
aware of these developments in order to position,
theorize and argue for design experiments
accordingly.
INTRODUCTION
The term ‘experiment’ is closely connected with
scientific research in the natural sciences, psychology
social sciences and also archaeology. Physics, a
prototypical science, can look back to a long history of
successful experimentation that reaches back as far as to
the scientific revolution in the course of the 17th century.
However, experimentalism is also routed in the arts:
Artistic experiments can be found in literature, theatre,
film, music, fine arts, and design. Clearly, the “two
cultures” (Snow 1964) claim likewise that they conduct
experiments, proceed in an experimental manner or
produce experimental artefacts. Nonetheless a
comparison between the experimental practices and
results of the “two cultures” show profound differences.
At first glance, there might even be more differences
than there are communalities.
Differences and blurred borders can also be found when
we examine experiments in design practice and in
practice-led design research. In both fields the term
“experiment” was and still is often used but poorly
defined or interpreted. The multiple uses of the term and
its different meanings and connotations in the various
fields bear closer examination.
In order to shed light on this subject this paper chooses
an approach from the science studies and literary
science. During the last decades these disciplines have
compiled an extensive body of knowledge about
experiments, the interplay between experimental
practice, construction of theory and instrument making,
characteristics and validity of experiments in the various
fields and, last but not least, the social and material
contexts of experiments (Kuhn 1976; Schmidt 1978;
Gombrich 1980; Hacking 1983; Rheinberger 1997; Berg
2009; Gamper, Wernli and Zimmer 2009, 2010, 2011;
Kreuzer 2012)
The paper first, examines the etymological origin of the
term “experiment” and early experimental practices in
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the Renaissance. Second, it describes characteristics and
antagonistic conceptions of the experiment in science,
i.e. the inductive approach and the deductive approach.
Then, the so-called New Experimentalism will be
introduced, a philosophical approach that reconciles and
broadens these traditional concepts. Next, traits of
experiments in the arts (including design) will be
introduced and compared to the characteristics of
scientific experiments. Finally, the different findings
and lines of argument will be brought together and
conclusions drawn.
important in the judgement of posterity. Are the
‘scientific’ drawings from Leonardo works of art in
their own right? Or is the new knowledge more
important than the drawings? In the case of Leonardo
the question is rather pointless. There is no reason for
giving one or the other part of his work greater weight.
The experimental practice resulted in scientific insight
and in artwork. The drawings contributed to rational
scientific insight as well as to the arts.
ORIGINS OF THE “EXPERIMENT”
According to the Merriam-Webster Online Dictionary
the English term “experiment” originates from the Latin
word experimentum; the first known use goes back to
the 14th century. It is defined as 1a: “test”, “trial”; 1b: “a
tentative procedure of policy”; and 1c: “an operation or
procedure carried out under controlled conditions in
order to discover an unknown effect or law, to test or
establish a hypothesis, or to illustrate a known law”.
Further, the dictionary states that the terms; “essay”,
“experimentation”, “test”, and “trial” are related to
“experiment”.
The German digital etymological dictionary
(Etymologisches Wörterbuch), edited by the BerlinBrandenburg Academy of Sciences and the Humanities,
lists the term ‘experiment’ in the following ways;
“(scientific) trial”; “in the 16th century in medical
records ‘approved medicine’ and ‘trial’, at the end of the
17th century ‘trial’ in the context of experimental
physics”.
EARLY EXPERIMENTAL PRACTICES
In early usage, the meaning of the term experiment was
somewhat vague and all embracing: “Test” and “trial”
don’t address a specific field of research and application
or a certain procedure. It seems that this usage
corresponded to the state of science and the arts at that
time. Philosophical, scientific and artistic aspects or
approaches were not yet separated from each other, as
the following prominent example will show.
THE POLYMATH LEONARDO DA VINCI
Without a doubt Leonardo da Vinci (1452-1519) was in
Renaissance one of the first major experimenters, a man
ahead of his time. He conducted countless scientific
studies in various disciplines including anatomy, optics
and mechanics. Kemp (1981) and Letze and Buchsteiner
(1999) stressed that Leonardo placed great value on
“impression”, “experience” and on experiments. For the
documentation of the results of his empiric research
Leonardo used the ‘artistic’ medium of drawing. (Fig.1,2)
Taking up a dispute between Kuhn (1969) and Hafner
(1969) on the relationship between science and art in
general and the role and importance of scientific and
artistic pictures in particular, the question remains
whether the new scientific insights and the drawings and
writings generated by the researcher are equally
Figure 1-2: Leonardo da Vinci: The Vitruvian Man”, drawing, 1492.
Study of the mechanism of the hand.
THE “TWO CULTURES”
Subsequently, in the course of the 17th century and
beyond, philosophers and scientists as well as men of
letters and artists started using the term “experiment” in
the context of their studies. Unlike the Renaissance
scientist-artists, their studies contributed either to
natural philosophy or science on one hand or to the arts
on the other – even if their ambitions might have been
more universal.
By way of example, the painter John Constable (17761837) is well known for his cloud paintings (see fig. 3).
In 1836, he argued in a lecture, held at the invitation of
the Royal Institute, that painting is a science and should
be undertaken in order to research the laws of nature:
“Why isn’t it possible to consider landscape painting as
a branch of natural philosophy and the paintings as
corresponding experiments?“ (Gombrich [1980] 1984:
212) He may have held the hope that his sky paintings
would contribute to meteorological research and
Figure 3: John Constable: Cloud painting, oil on paper, 1821 (National
Gallery of Victoria, Melbourne)
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weather forecasting. But whereas in the Renaissance
drawings of anatomy and central perspective added to
the body of scientific knowledge, Constable’s sky
paintings failed to contribute by induction to
meteorology (ibd.:227). The divide between the “two
cultures” took place.
EXPERIMENTS IN SCIENCE
Generally, the term “experiment” is closely connected
with the scientific endeavours that began at the end of
the 16th century. Indeed, the exact sciences emerged in
step with experimental procedures in the modern
scholarly sense. The driving force was the desire to
explore and reveal the fundamental laws of nature.
Francis Bacon (1561-1626) was notably the first to
argue that observation is not enough, but one must
`twist the lion’s tail´, i.e. intervene in nature, in order to
learn its secrets. According to him knowledge of general
principles and causal relationships results from unbiased
observation, experimenting, accumulating data and
setting up generalisations based on these data. His
approach was known as inductive reasoning and the
contemporary philosopher and physicist Galileo Galilei
(1564-1642) strengthened this tradition as did the
originator of classical mechanics Isaac Newton (16421726) and the philosopher John Stuart Mill (18061873). (Heidelberger 2007:159)
In the 19th and 20th century, various natural scientists,
historians of science and philosophers such as Justus
von Liebig (1803-1875), Pierre Duhem (1861-1916),
Karl Popper (1902-1994), and Thomas Kuhn (19221996) vehemently refuted the English tradition of
inductive reasoning. (Ibd. 160f) The chemist Liebig for
instance claimed: “Experiment is only an aid to thought
[…] the thought must always and necessarily precede it
if it is to have any meaning. […] An experiment not
preceded by theory, i.e. by an idea, bears the same
relation to scientific research as a child’s rattle does to
music.” (Hacking 1983:153)
Referring to Newton’s laws of universal mutual
gravitation and Ampère’s theory of electromagnetism,
Duhem proved that these laws and theories, which
claimed to be prime examples of induction, were by no
means a derivation from observed facts. Instead of this,
the raw facts of experimentation had to be reframed and
shaped in a symbolic form by means of arbitrary
hypotheses. According to him, observation has to be
interpreted within a theoretical framework in order to be
useable in physics. Thus, the necessity to express the
experimental data in a symbolic manner disables the
inductive method (Heidelberger 2007:160). During the
ensuing period, his arguments were influential. Karl
Popper, an “extreme anti-inductivist”, continued this
approach. From his point of view, theory based on
hypotheses comes first and the central aim of
conducting an experiment is to eliminate unfounded
hypotheses (ibd.:162). Until the 1970s, the discourse on
experiment was dominated by an overly theoretical
approach and the primacy of theory was taken for
granted.
Apart from the controversy regarding inductive and
deductive reasoning there is a consensus that the main
objective of experiments is to gain new knowledge or to
eliminate false hypotheses about fundamental laws of
nature. For this purpose experiments might serve as
exploration, verification, explanation, proof or
demonstration of natural phenomena. This demands an
objective, unbiased approach and repeatability of the
experiment. The aim is to gain deep understanding of a
phenomenon within a set of boundary conditions in
order to be able to explain a phenomenon and to make
predictions, which derive from the postulated
hypotheses or laws.
NEW EXPERIMENTALISM
Ian Hacking deserves the credit for having redirected
the discourse on the experiment by criticising the
primacy of theory and emphasising the importance of
the material dimension, experience and skill. Thus, his
work “Representing and Intervening. Introductory
Topics in the Philosophy of Natural Sciences” (Hacking
1983) is regarded as a ”pioneer work of New
Experimentalism“ (Chalmers 2008). Choosing historical
experiments from various natural sciences (chemistry,
optics, thermodynamics etc.) as case studies, Hacking
provided evidence that it is a mistake to view
experiment as a simple controversy between advocators
of the inductive and the deductive approaches. He
revealed the relationship between experiment and theory
to be manifold and claimed “any one-sided view of
experiment is certainly wrong” (Hacking 1983:66).
Suggesting that there are various approaches, he
advances this classification: “Some profound
experimental work is generated entirely by theory.
Some great theories spring from pre-theoretical
experiment. Some theories languish for lack of mesh
with the real word, while some experimental
phenomena sit idle for lack of theory” (ibid:159).
Beside exploratory experiments, where observation or
action is undertaken to find out what will happen, and
hypothesis- or theory-testing experiments, where
hypothesis or theory precede the experiment, Hacking
also identified ‘happy meetings’, where experiment and
construction of theory are undertaken independently of
each other but meet in the end. Furthermore he even
considers trial and error and invention to be preliminary
stages of the experimental method as, in some cases,
they are followed by theory. For instance, the science of
thermodynamics or rather the thermodynamic cycle,
established by Nicolas Sadi Carnot in 1823, arose from
a profound analysis of the principles of high-pressure
steam engines, which had their origins in the inventions
of Watt, dating back to 1767-84, and Trevithick, dating
back to 1798. This example shows that the time that
elapsed between action or invention on the one hand
and understanding of the phenomenon and construction
of theory on the other might be many decades. Hacking
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conceded: “I make no claim that experimental work
could exist independently of theory. That would be the
blind work of those whom Bacon mocked as ‘mere
empirics’. It remains the case, however, that much truly
fundamental research precedes any relevant theory
whatsoever.” (Hacking 1983:158)
A further argument put forward by Hacking is
remarkable. He claims, “a chief role for experiment is
the creation of phenomena” (ibd.:220) that “did not
hitherto exist in a pure state in the universe” (ibd. xiii).
Herewith he opposes the traditional opinion that “the
phenomena revealed in the laboratory are part of God’s
handiwork, waiting to be discovered” (ibd.:225) by the
observer and the experimenter. Taking the Hall effect1
as an example, Hacking pointed out that the apparatus
needed to produce the effect was man-made and the
inventions were created. Thus, even though the effect is
based on a fundamental law of nature, “the effect does
not exist outside of certain kinds of apparatus”
(ibd.:226).
EXPERIMENTS IN THE ARTS: USING THE EXAMPLE
OF LITERATURE
Artistic artefacts and performances – whether from the
field of literature, theatre, film, music, fine arts, or
design – are often described as being “experimental”. In
the context of these genres, the term “experiment”
connotes that the artwork shows traits such as being
“novel/ innovative”, “courageous” and “noncompliant”, that it “opens new dimensions and insights”
or that the artist “works with an uncertain outcome”
(Schmidt 1978:9). A dictionary on arts, architecture,
fine arts, applied arts, design, and art theory pointed to
“practical implementation and testing of new
procedures”, “novel, daring expressions, forms and
compositions”, “neglecting the risk of failure” and
furthermore “development of numerous new media,
materials, techniques, social visions, iconographical
motifs and forms” (Olbrich1989:404). And a dictionary
on German literary studies states: “Generally, in
literature the term ‘experimental’ connotes an
explorative, testing, unusual approach.” (Jäger, quoted
by Berg 2009:53)
Consequently it has been argued, that in the field of the
arts the term is mostly used metaphorically, since the
artistic experiment can be characterized by absence of
all the essential attributes that define a scientific
experiment. For instance, artistic experiments lack a
theoretical framework, a systematic method or
methodological approach and the possibility of
verification through repetition. Furthermore, the artistic
experiment does not aim at new knowledge that is
accessible to everybody or at dominance over nature.
(Berg 2009: 54)
1
The Hall effect, discovered by the American physicist Edwin Hall in
1879, is the production of a voltage difference across an electrical
conductor, transverse to an electric current in the conductor and a
magnetic field perpendicular tot he current. See
http://en.wikipedia.org/wiki/Hall_effect
For this reason, the linguistic usage draws criticism
from its own ranks. In the 1960s, the author, poet and
editor Hans Magnus Enzensberger and the novelist and
poet Helmut Heißenbüttel resolutely denied the
appropriateness of the term in this field. Enzensberger
disclaimed any relation between experiment and
literature as “nonsense” and “simple bluff” (Enzensberger 1962:309f) while Heißenbüttel found that the
term “experimental” replaces the term ”revolutionary”
(Heißenbüttel 1972:133). However, he argued for using
the term “trial”, if the author does not know beforehand
what he is doing. He refused to call a probing, enquiring
linguistic exploration an experiment, since “an
experiment proves what one already knows” (Schwerte
1968:401). Obviously, this criticism was based on a
narrow transfer of the deductive hypothesis-testing
concept of experiments in science, which was dominant
at that time.
Thus, the question arises, whether experimentalism in
the arts is nothing more than a late and dubious
successor to experimentalism in science. Is the term
“experiment” in the context of the arts nothing other
than a badly chosen metaphorical expression? (Schwerte
1968:388) The literary scholar Hans Schwerte negated
this question by referring to the age-old linguistic
tradition in literature: He brought to mind that Novalis
(i.e. Georg Philipp Friedrich Freiherr von Hardenberg)
(1772-1801), a poet, author and philosopher of early
German Romanticism, was one of the first to transfer
the term from natural philosophy into the realm of the
arts. At the end of the 18th century, in the context of the
evolution and differentiation of the so-called two
cultures, the early romantics strove for a reunion.
Novalis advocated “to experiment with images and
terms in the imagination in a similar manner as physical
experimenting” (quoted from Gamper 2012:20).
Furthermore, Schwerte referred to the French writer
Émile Zola, who wrote his novel “Le roman
expérimental” in 1879. Zola put forward for discussion
that a novel might be an experimental composition in
order to gain socio-scientific and psychological insights.
The experimental aspect was meant to be bound to the
content of the artwork, not to its form. However, later
on, the focus shifted from the content to the form of the
work; poetic language became the material of
experimentation. This was the sense in which Nobel
laureate Thomas Mann used the term in a letter, not to
mention renowned authors such as Gottfried Benn,
Berthold Brecht (“experimental theatre”), Friedrich
Dürrenmatt and Max Bense (“experimental writing”)
(Schwerte 1968).
Congruent with this line of argument is also the before
mentioned fact that the terms “experiment” and “essay”
are historically related. The essay and the experimental
method emerged simultaneously. Experimental research
and reflection in essay form seems to be the result of a
philosophy that is based in practice, argued Gunhild
Berg (2009:55). Indeed in the 17th century natural
philosopher, chemist, physicist and inventor Robert
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Boyle described his air pump experiments in the form of
an essay (Hentschel 2000:15).
While the discourse on experimentalism in the arts
reached a first peak in the 1960s and 70s (Schwerte
1968; Heißenbüttel 1972; Gombrich 1980), scholarly
research on this subject has recently entered a new
chapter. Michael Gamper conducted a tri-annual
research project, which resulted in a profound appraisal
of the experiment in literature from 1580 to 2010
(Gamper, Wernli and Zimmer 2010; 2011; 2012) – a
body of knowledge that will presumably strengthen the
confidence of the discipline to be a true field of
experimentalism in its own right.
Also worth mentioning is recent cross-disciplinary
research carried out by Stefanie Kreuzer that compares
experimental practice in literature, theatre, film, music,
and fine arts. She concluded that in the various art fields
experimental approaches take place on three levels:
First, on the level of form (test, combination or new
contextualisation of text, material, media, or sound);
second, on the level of processes and methods (as for
example the invention and application of random
techniques); and third, on the level of addressing the
audience (foiling or irritating the attitude and
expectations of the audience; enabling new ways of
reception). (Kreuzer 2012:14)
However, this characterisation might provoke the
question whether these features do not characterize the
modern arts as such. The traits described above might
be characteristic of the creative fields as such – but
perhaps to a particular high degree in experimental
approaches? Indeed, Schmidt stated that the ability to
extend the canon is a measure of the quality of
experimental artwork. (Schmidt 1978:12)
EXPERIMENTS IN DESIGN PRACTICE
“experimental designs” they mean products that stand
out from accustomed shapes, established product
categories, and familiar use, and products that challenge
the borders of technical feasibility or cultural
acceptability.
Further evidence for this can be found in recent design
literature. Gareth Williams curator at the Victoria &
Albert Museum presented under the title “Material
Experiments”, prototypes and products from the
museum’s collection that derive “from experiments with
materials or technical advances, ranging from the
diverse ways plastic and wood can be handled, to hightech materials such as carbon fibre and the possibilities
presented by digital technologies” (Williams 2006:90).
(See fig. 4-7)
Fig. 4-7 Examples for “material experiments” from the collection of
the Victoria & Albert Museum: Above: “Cinderella table”, designed
by Joroen Verhoeven, 2006. Below left: Chair, made out of recycled
post-consumer plastic packaging by Bär & Knell, 1996. Below right:
“Gel Chair”, designed by Werner Aisslinger, 2002.
Apart from the experiments of renowned Renaissance
artists and artists-researchers, experimentalism in design
was livened up by the attitudes of the Modernist
Movement. Walter Gropius ([1935] 1956), the founder
of Bauhaus, to name but one, used the term
“experiment” frequently. He called the school, its
programme and projects an “experiment”, and the
Bauhaus workshops “laboratories”. Indeed, modernist
architects and designers left traditions behind and put
innovative and unusual shapes, new materials,
construction methods, and so on to the test.
In order to address the reasons for conducting
experiments in design practice, Williams points out that
“it is important to note that individual designers and
large-scale manufacturers experiment in these ways for
very different reasons. For the designers, experiments
are part of their personal line of enquiry, but most
industrialists will only innovate if they are assured of a
more cost- or time-efficient production process as an
outcome” (ibd.:90).
At least from the 1950s onwards the term “experiment”
has become widespread in the design community, as a
literature review in the German design magazine “form,
Zeitschrift für Gestaltung” indicates. A query in the
online-archive (www.form.de) shows 350 hits for the
term “experiment” and its inflections during the period
1957-2007. A closer examination of the articles and
reports reveals that the focus of the design journalists,
designers and companies is placed on innovative
outstanding products that attract particular attention
from both the media and the marketplace. By
Repeatedly experiments in design draw criticism that
they are not based on hypotheses let alone reflection or
contextualisation within a theoretical framework (Gros
1987:85; Bürdek 2010:32). This critique greatly
resembles the arguments brought forward against
experimentalism in literature by Enzensberger and
Heißenbüttel. Indeed, experiments in design practice
show – at best – few of the essential attributes that
define scientific experiments. Rather, the term
“experiment” indicates “novel, daring expressions,
forms and compositions” and, in the words of Bürdek
(2010:33), “pushing the boundaries of traditional design
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methods”. In this respect, design experiments show
commonalities with experiments in literature.
Last but not least it could be argued that experiments in
art and design create alike scientific experiments certain
phenomena. But whereas scientists create the
phenomena in order to analyse them with respect to
laws of nature, artists and designers create phenomena
since they are interested in the psychological effects and
the aesthetic impact triggered by the artefacts.
EXPERIMENTS IN PRACTICE-LED DESIGN RESEARCH
Whilst experimentalism in design practice is almost a
century old, it has only just begun in terms of academic
design research. Many scholars involved in practice-led
design research use the term frequently when describing
their research projects, and in dissertations the role and
contribution of experimental practice is reflected upon
(Rust, Whiteley and Wilson 2000; Niedderer 2004;
Sokoler 2004). Meanwhile, there are few generic
reflections on experimentalism in design, design
research and its relation to other disciplines (Eisele
2000; Koskinen, Binder and Redström 2008; Redström
2011; Hall 2011; Steffen 2012 a,b).
However, the difference between experimentalism in
the context of design practice and design research is
distinct. “It is the theoretical scaffolding that makes the
difference”, argued Koskinen, Binder and Redström
(2008:47). They position design experiments right from
the outset in an academic research context: “By ‘design
experiment’, we refer to pieces of design carried out as
a part of a research effort.” (Ibd.) In fact in practice-led
design research, experimental designs are undertaken in
order to gain new knowledge and to advance
understanding, for example to identify causal relations
between various factors or to improve insight into
cultural, social or psychological issues.
Fig. 8 Outcome of experiments in science, in the arts and in practiceled design research.
Clearly in the research context, knowledge creation is
more important than the experimental artefact, which
takes an instrumental role. Thus, the contribution of the
artefacts in practice-led design research to the extension
of the canon might be weak. (Fig. 8) Accordingly,
Niedderer admits after completion of her practice-led
research: “What the project did not provide, and was not
meant to provide, was a body of creative work that
would stand for itself. […] Furthermore, not having to
produce a body of ‚artistic work’ that would stand for
itself was a liberation, which allowed for a much freer
experimentation.” (Niedderer 2008: 208)
DISCUSSION AND CONCLUSION
As has been pointed out, experiments in the sciences
show certain characteristics: Their main objective is
knowledge creation; they demand an objective,
unbiased approach; they refer to a hypothesis or theory
etc. When we interpret the term “experiment” in the
narrow sense of science (as for example the authors and
poets Enzenberger and Heißenbüttel did as well as the
design theoreticians Gros and Bürdek) than we accept
the primacy of science as regards to experiment and we
have to infer that the arts – including creative design
practice – use the term in a biased manner: A friendly
interpretation is the “metaphorical use” of the term; a
more harsh interpretation is that it is misused or abused
by the arts, motivated by the aim to participate in the
prestige of the sciences. Such a narrow usage of the
term “experiment” facilitates communication,
judgement, and inclusion in or exclusion of the
community of practice-led designer-researchers, who
experiment in a scholarly manner. Somewhere else I
supported this position (Steffen 2012b).
However, when we take into account the common
origin of scientific and artistic experiments in the
Renaissance, the currant reconstruction of the history
and tradition of experimentalism in the arts, and
interferences between experiments in science and in the
arts, this judgement would seem to be ignorant or
premature. Frequently, it serves the protection of vested
interests.
Instead of drawing clear boundaries and making distinct
judgements on what “is” or “is not” an experiment we
might take a position that accepts that experimentalism
has many faces. The characteristics of a design
experiment – whether it pushes the aesthetic boundaries
and extends the canon or whether it contributes to
knowledge creation – depend on the field in which it is
conducted. Thus, a designer who experiments in the
studio should deliver artefacts that are truly novel in
some aspect, but he/ she is not obliged to deliver a
concise hypothesis or theory. Thus, from a designerresearcher we can and must expect that he/ she is able to
place his/ her experimental approach within a
theoretical framework and to contribute to knowledge
and understanding.
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We should bear in mind Hacking’s warning that “any
one-sided view of experiment is certainly wrong”
(1983:66). This argument of New Experimentalism,
brought forward in order to avoid a narrow inductive or
deductive view of experimentalism, also appears to be
true with respect to the usage of the term “experiment”
in science and in the arts. An exclusive appropriation of
experimentalism on the part of the scholarly research
culture in opposition to creative practices in the arts
should be avoided. Taking a broader historical
perspective the sole claim of scientific research to
experimentalism seems to be untenable.
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MULTIMODAL EXPERIMENTS IN THE
DESIGN OF A LIVING ARCHIVE
LAURENE VAUGHAN
RMIT UNIVERSITY
JAMES THOM
RMIT UNIVERSITY
JEREMY YUILLE
RMIT UNIVERSITY
LAURENE.VAUGHAN@RMIT.EDU.AU JEREMY.YUILLE@RMIT.EDU.AU
JAMES.THOM@RMIT.EDU.AU
REUBEN STANTON
RMIT UNIVERSITY
JANE MULLETT
RMIT UNIVERSITY
ADRIAN MILES
RMIT UNIVERSITY
REUBEN.STANTON@RMIT.EDU.AU
JANE.MULLETT@RMIT.EDU.AU
ADRIAN.MILES@RMIT.EDU.AU
LUKMAN IWAN
RMIT UNIVERSITY
DAVID CARLIN
RMIT UNIVERSITY
LUKMAN.IWAN@RMIT.EDU.AU
DAVID.CARLIN@RMIT.EDU.AU
ABSTRACT
Designing a ‘living archive’ that will enable new
forms of circus performance to be realised is a
complex and dynamic challenge. This paper
discusses the methods and approaches used by the
research team in the design of the Circus Oz
Living Archive. Essential to this project has been
the design of a responsive methodology that could
embrace the diverse areas of knowledge and
practice that have led to a design outcome that
integrates the affordances of the circus with those
of digital technologies.
The term ‘living archive’ has been adopted as a
means to articulate the dynamic nature of the
archive. This is an archive that will always be
evolving, not only because of the on going
collection of content, but more importantly
because the performance of the archive users will
themselves become part of the archive collection.
INTRODUCTION
This paper presents a discussion of two foundational
propositions that have informed a three-year
investigation into the design and development of a
‘living archive’ for the performing arts. The live
performing arts are an important part of our shared
cultural heritage and it is vital that their histories be
documented and preserved. Performing arts, particularly
circus performance, are recognised as transitory art
forms that lack formal systems of documentation and
notation (such as music and dance for instance). As such
film and video documentation are paramount to the
preservation of histories of performance, the
development of new repertoire, and the teaching of
performance skills. Since the advent of video
technologies in the late 1960s, it has been increasingly
feasible for performing arts organizations to record their
performances and rehearsals. However, until now such
video collections, which are maintained by the
companies themselves, have been largely inaccessible
and inevitably prone to deterioration. The invaluable
Circus Oz collection consisting of over 300 videos,
which documents in detail the company’s performance
history since 1978, is an exemplar, and provides an
excellent context in which to experiment with the design
of a ‘living archive’ prototype.
By proposing innovative solutions to the question of
how to meaningfully utilise the video documentation of
a specific performing arts company, this research has
sought to explore new modes for engaging with archives
and archival documentation in a manner that has
relevance for both audiences and performers alike. In
this way the project opens the way for a paradigm shift
in thinking about the relation of performance to
knowing, and the ways in which the tacit knowledge of
circus performance can be enhanced through the sharing
of these videos via social media protocols and practices.
The ‘living archive’ also challenges us to think of new
ways to design not only systems but also interfaces that
enable tacit and ephemeral knowing to be documented,
discovered, and shared.
Apart from physical person-to-person transmission,
audio-visual recordings are the main format in which
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knowledge of particular circus acts or performances
have been recorded and passed between circus
performers. The dynamic and subtle nature of the
performance skills and tricks, cannot be adequately
conveyed through still photographic images, or reviews
in newspapers. Video provides the plastic information
of a whole sequence of movements, which is essential to
this mode of practice and expertise (Polanyi 1966). The
language of performance development is one of oral and
kinaesthetic knowledge exchange (Sennett 2008);
consequently, contemporary circus artists have
commonly drawn upon ad hoc private video collections
to aid in the development of new repertoire. One of the
significant innovations inherent in this project's research
was to explore how video can be used to extend the
parameters of participants in such events, by allowing
performers, as well as expert and lay publics, to view,
comment upon, annotate and discuss specific circus acts
and routines. The aim is for this vernacular knowledge
to be shared, discussed and built upon both within
Circus Oz and in dialogue with its ‘knowledge
community’ of peers, scholars and fans.
The concept of the ‘living archive’ is novel, situated
between the relatively fixed standards of description and
control employed through the metadata standards and
taxonomies of the traditional archive and the supposedly
open, porous, informal and carnivalesque world of user
generated content and Web 2.0 systems. This project
has investigated methods for the integration of these two
approaches to archival practice. Wandering between the
institutional formality and demands of the traditional
archive - where to some extent the artefact as thing is
the privileged term - and the rise of personal and
vernacular forms of personal curation and archiving that
have arisen as a consequence of low cost digital media
used for the creation, storage, and dissemination of
digital artefacts. In this project this has been achieved
by the development of a more or less traditional video
archive, derived from the existing audio visual material
that Circus Oz has collected, and then experimenting
with a variety of social media layers and protocols not
only ‘over’ the video archive, but also ‘through’ it. This
dynamic and functional social media layer allows
individuals to ‘write into’ (in various media forms) as
well as ‘read’ (or view) the videos and user contributed
material. The communities of users of the archive vary
in their interests, as some may coalesce around specific
styles of act (for instance juggling), others around
perhaps an individual (a noted performer and the
recorded history of their work), while others may
simply note and comment upon shows and acts that they
have seen as members of the audience. In all cases the
project has sought to develop both an interface and a
user experience that allows others to record and
contribute their own presence to the archive, so that
what is typically individual and solitary can become
collective and shared. The ability to collate a diversity
of contributions, and to computationally curate them via
such simple mechanisms as tags and self-descriptions,
we hope will make tacit to both the company, and the
performers, what otherwise remains scattered, atomistic
and implicit.
LITERATURE AND THEORY
Understanding the context of the organisation, its
evolution and the historic and contemporary practices of
performance and video was essential for the design of
the ‘living archive’. The following text outlines some of
the key theoretical and practical frameworks that have
informed the design research in this project.
Circus is a visual, aural and kinaesthetic artform written
on the body of its performers. Circus performances do
not generally follow a written script — in Circus Oz, for
example, a brief list of act-names based on apparati
(e.g.: ‘Tightwire, Hoop-diving, Juggle’) will be the only
text defining the ‘running order’ of the show.
Furthermore, circus, in contrast to other physical
performing art forms such as dance, has not developed a
language of written notation defining specific physical
gestures and movements that can generate a
choreographic ‘score’ and record for posterity the
specific form of a particular performance work. One
reason for this is that a coherent language of written
notation is more difficult for an artform such as circus
which is inherently hybrid and multi-disciplinary in
form. Dancers, barring instances of avant-garde
experimentation, use a single common apparatus: the
floor. The circus, by contrast, is profligate and
promiscuous: it uses all manner of apparati: aerial,
manipulative and floor-based. And it is a magpie
artform, "eternally opportunistic" (Stoddard 2000, p.1),
capable of continually and rapidly absorbs new cultural
influences into the forms of its performance.
Historically, circus knowledge was passed on within
circus families, and to outsiders who were accepted into
families, either through marriage or other means such as
extended apprenticeships. Circus was a family business,
and is still seen as such in the traditional circus sector
(Syred 2011, Cannon 1997). As Mullett has
commented: ‘The form of teaching was experiential and
practical. Families became known for specialising in
particular skills, which were built on and improved as
they passed from generation to generation’ (2005, p
123).
For the international new wave of circuses founded in
the 1970s and 80s, among which Circus Oz was an early
leading exemplar, circus knowledge could not be
gleaned through formal institutional means. Some
Circus Oz founders joined traditional circuses (Mullett
2005, pp. 128-131), for the express purpose of learning
experientially from the established circus families —
not only performance skills but also the tacit knowledge
of how to run a circus on the road (put up the Big Top
and so on). In other cases, they discovered circus tricks
through ad hoc visual means, such as by studying
photographs in books, following up by experimenting in
rehearsals to find the physical means to build the endpoint pictured. The photograph showed the ‘what’ of
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the trick, but only through physical trial and error could
the ‘how’ be arrived at. Cinema, particularly the
slapstick performers of the silent movies, as well as
television’s popular variety shows provided another rich
field of inspiration connecting the new circuses to the
traditions of vaudeville entertainment. However, in the
days before videos, DVDs and Youtube, there was
limited capacity to examine such moving images in
detail: for example, to view repeatedly, slow down or
freeze the image.
Circuses have always been early adopters of technology,
and it is not surprising that circus troupes such as Circus
Oz immediately saw, in the 1970s, the potential of video
as a technology to record, analyse and disseminate their
work. Circus Oz have attempted to capture on video
complete recordings of as many performances each year
as feasible, and have amassed a collection of some 900
tapes in a variety of formats. The Circus Oz video
collection has for many years, functioned as a larger
version of the private circus performance collections
stored and shared by individual performers in the circus
community. Its cataloguing and usage has been ad hoc.
Performers and directors in Circus Oz would commonly
view videos of their current show to analyse and
improve their acts as the season or tour progressed.
When developing new acts, they would also refer from
time to time to videos of older Circus Oz shows for
inspiration, or to recycle or combine in a new way
previous show ideas. In recent years, as non-linear
video editing technologies have become affordable and,
indeed, ubiquitous, Circus Oz directors have used video
in a more systematic way to shape new performances,
digitally recording acts and experimenting on screen
with varieties of show running orders, musical and other
choices. In this context, the concept of the ‘living
archive’ emerges as a logical progression of these
techniques and practices: as a flexible and adaptive way
to produce new knowledge from and around this video
collection.
The video of a Circus Oz performance is a
representation capturing more or less well, the tacit
knowledge embedded in the creation of that particular
performance. All the elements of circus — the skills,
the gear, the physical relationships, the gestures and
movements, the dialogue, the music, costumes, rigging,
the interactions between performers and with the
audience — may be there seen and heard. However,
each individual viewer of the video, is able in isolation,
to interpret and understand the knowledge represented
in the video only through the prism of their own prior
experience. The ‘living archive’ concept, in proposing
the development of a shared interactive knowledge
space around the web of videos, allows for a growing
community of users to build upon each other’s
knowledge. For instance: The performer featured in the
video adds notes about how the act developed; the
rigger adds an anecdote about a safety incident that
occurred ‘behind the scenes’ while the act was taking
place in the ring; a former member of Circus Oz
comments on the resonances between this act and one
the company performed a decade earlier (we can view
that clip too, of course); an audience member describes
memories of their response to the show that night; a
circus scholar places the act in a broader cultural
context; a circus fan from a different culture situates the
Circus Oz act within his or her frame of reference ... and
so on.
Across the fields of performance studies and digital
technologies, there is a growing number of publications
and debates regarding what makes a performance ‘live’
and the relationship between act, the digital space and
documentation (Salter 2010, Dixon 2007). What makes
something ‘live’ is being challenged. Being present in
body, does not ensure ‘presence’in terms of attention or
engagement with what is being performed (Dixon,
2007, 130). Digital technologies challenged notions of
time, space and reality; roles and contexts such as
performer, performance and original or mediated are
challenged through the mediation of cameras and
screens (Salter 2010, 116). Is the recording of a
performance for the present (an experience or locale for
performance) or documentation the future? There is a
“strong contradictory thread running through the live
arts” (Reason, 2003, 82), a tension between the inherent
(and highly valued) ephemerality of live performance,
and the desire for a durable, archival record of said
performance. Any record of performance, due to its
ephemeral nature, can never be the ‘authentic’ record.
The archive is only a memory, a reminder of
performances past. The ‘real’ performance exists in the
relationship between the audience and the experience.
There can be no completeness, accuracy, or true
authority in a performance archive: the video has only
‘surface authenticity’ the archive has only ‘claimed
authority’ (p87). While much of the archival research
regarding digital archives has focussed on the act of
capturing ‘authentic’ records in digital forms, the fact
remains that ‘acts of contextualization, representation,
or use of digital archives receive scant attention’
(Hedstrom, 2002, 23). Yet it is in the act of interpreting
the knowledge represented in the video through the
prism of their own experience – the acts of use and
contextualisation – that the record of performance could
be said to exist.
The ‘living archive’ concept responds to and indeed
emerges from the particular aesthetic processes and
culture of Circus Oz. Circus Oz, across its thirty plus
years, despite numerous changes in personnel, has
retained a strong and distinctive performance culture.
The show is considered to be jointly created by all of
those involved: acrobatics, musicians, directors,
designers, and technicians. Each has a distinct role to
play but has freedom to contribute; in particular the
performers are not assigned roles or acts by the
directors, nor assigned costumes or props by the
designers. On the contrary these decisions are
negotiated, contingent and subject to evolution, just as
each show meets its audience and evolves in response to
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that interaction with the audience. The Circus Oz show,
although highly polished and constructed, is in fact
always unfinished, in so far as its form is both open to
spontaneity and improvisation on any particular night,
and also constantly being adjusted. Therefore it seems
appropriate that the documented records, the archive for
such a cultural organisation, likewise take on these
qualities, made possible, like Wikipedia, in the Web2.0
environment where the online presence of the archive is
both a location for community access, and a method for
archives to define relationships with patrons
(Samouelian, 2008, 42). It has been further argued that
the future performing arts archive should actively
encourage multiple representations and perspectives,
and allow for ‘creative reuse and reinterpretation to
keep the spirit of the performance alive’ (Jones et al.,
2009, p165).
centre of the ring or the circus enthusiast who has never
been. As such issues of expertise, history, authority,
temporality entertainment or scholarship start to
emerge, especially when we frame these possibilities
within the context of an archive (Fig.1).
DATA AND METHODS
Figure 1 – the intersections between video documentation,
repertoire and engagement by all potential constituents
There are two important components to this project. The
first is an existing video archive that documents thirtyfive years of performance history. The second is a desire
to rethink existing paradigms of contemporary
performance particularly in relation to time, authorship
and place, and how this can be transformed through
technology. The ‘living archive’ project emerged from
Circus Oz’s desire to explore these two aspects, with the
proposition being that it would be through the design of
a new way of engaging with an archive that new
conceptions and experiences of circus performance
could emerge. This simple proposition raises many
questions and challenges and these have been used to
frame the project objectives, the design of the team and
the various types of expertise that are required to realise
it. It has also required the team to adopt a multi modal
research methodology, integrating various approaches
as the complexity of the project have evolved.
One of the core ambitions of this project was to explore
possible new forms of circus performance. These new
forms of performance include the potential use of
contemporary digital documentation combined with the
archive as a means to create new performances by
circus practitioners. It also creates the possibility for
users of the archive to create new digital performances
by drawing on the contents of the archive and the
current thirty-three years of video documentation.
Exploring these possibilities has required a critique of
what the current practices are and to position these
within these potential future forms of performance
creation. This aspect of the research has integrated
theory, observation and proposition; and has
underpinned the design explorations in the various other
aspects of the project.
With new models of performance come the possibilities
of new types of circus performers; a realisation that lead
the research team to question who the performers will
and could be within this new context for circus. They
could be the audience, the researcher, the person in the
As a consequence of these research ambitions, the
project team is comprised of a dynamic mix of
expertise. There are circus performers and managers and
ringmasters, creative directors, archivists, computer
programmers, digital storytellers, interaction designers,
historians and cultural theorists. It is a weighty mix of
practitioners and academics, from science, humanities,
business and the arts working together to think about, to
think through, and to hypothesise what a ‘living
archive’ might be and how it might be realised to
address the broader concerns about future possibilities
for circus performance.
The exploratory nature of the project has required the
project team to adopt an iterative and exploratory
approach to discovery. At times the methods for
realising the research were founded in the cyclic nature
of design and develop, and at others they are
participatory, with the research team working with
members of the greater Circus Oz community to
identify potential scenarios for use in practice.
Additionally there is the meaning making that emerges
through critique and reflection. All of this has been done
within an informed framework of innovation and
contribution to the various fields that are invested in and
essential to the project.
The performative nature of the research context and the
research partner has engendered a culture of
performance within the research and an
acknowledgement of the embodied nature of discovery
and exploration. In this way, the phenomenon of
multimodal and performed knowledge production
(Merleau-Ponty 1996) has guided the design of the
series of workshops and prototype developments
throughout the project.
Early workshops were focussed on active engagement
with the circus community and involved an
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experimental performance strategy on the part of the
researchers. For example – a series of workshops were
held in a relaxed ‘event’ context, with researchers
wearing white lab coats, we introduced the project and
early prototypes to the circus community in an
environment closely connected with their experience of
the shared history embedded in the archive content. The
aim of this strategy was to encourage shared experience
of the larger cultural context of the archive, as well as to
collect data and to assist us in the early development of
the archive prototypes (Fig. 2).
Figure 2 – Early workshops were ‘performative’ in nature
Later workshops involved deeper and more prolonged
engagement with select ‘champions’ who provided
invaluable data regarding current and future use of the
archive (Fig 3). The workshop participants either feature
in the archive (either on screen in the videos, or closely
involved in the performance production). As such, they
have a deep knowledge of the various contexts
surrounding the video content, and scould begin to
‘seed’ the archive with both objective and subjective
information drawn from their experiences.
Figure 3 – Later workshops involved deeper engagement with
‘champions’ in the community.
Acknowledging the various conceptions of research and
rigour or relevance to each of the fields in this project;
whilst also communicating the progress in ways that are
relevant to the various research partners and funding
agencies has been important to the project. In an attempt
to build bridges across points of difference and assist
the team to be transparent and respectful, social media
and other associated digital collaboration and
communication devices were used to make all
information open to the team and where appropriate to
the public (Vaughan 2011). Additionally a series of
digital prototype services were implemented to facilitate
access to the videos. Using a technique of embedded,
exploratory prototypes (Heyer et al., 2010), we have
continually iterated on the design and development of
the ‘living archive’ in close collaboration with research
partners. The prototype application has been constantly
accessible by project members, to provide ongoing
feedback. We have continued to iterate on the prototype
as new ideas and design directions are developed, and
the dynamic nature of the prototype encourages ongoing
experimentation and discovery. The prototypes was
designed to enable a variety of forms of user generated
content to be ‘attached’ to individual episodes and
sequences to facilitate the collection and collation of a
variety of formal and informal knowledge, in order to
investigate what happens, and what emerges, when such
performance specific practices are enabled.
This mix of methods, approaches and participants
creaates a complex space of potential confusion and
confrontation. Conscious of this the team adopted an
open and diverse approach to the project methodology
and methods. The research process is documented in a
project wiki and blog that all project stakeholders have
access to (http://www.circusarchive.net/).
Table 1 summaries the diversity of methods used within
the project often synchronously over the life of the
project in the design and development of the ‘living
archive’.
Issue
Method
Application
Current theory in
circus
performance and
digital
technologies
Literature
review,
professional
networks within
the field
Critique of living
archive
development and
discussions for
future use by
other companies
Evolving
understanding of
digital archives
Literature
review, project
reviews
Design of archive
and critique of
developments
Database
management and
big data
challenges
Literature review
and trial and
error
Design of
database
infrastructure
Interface design
and the creation of
digital screen
based
performance
Literature
review, project
reviews, scenario
and prototype
development
Design of
interface and user
experiences of the
living archives
Engagement
strategies with
Circus Oz
company
Workshops and
presentation with
members of
Design and
development of
the prototype
through numerous
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members
community
iterations
Workshop 1 –
introducing idea
of project
Workshop 2 –
release of alpha
prototype for trial
and use
Workshop 3 –
release of beta
prototype and
community data
collection
Integrating the
‘living archive’
into the life of the
company
On going
informal
workshops and
meetings with
key people
within the
organisation
Design of on
going use, hand
over of prototype
and scenarios of
use issues
Table 1 – a diversity of methods used in designing the ‘living
archive’
DISCUSSION
Burdick et al (2012) argue that it is essential that we
rethink the static nature of archives as knowledge
entities. Stating that ‘(a)ccumulation is no longer
enough to ensure the survival of the cultural patrimony.
Objects that sit in storage… disappear into the everexpanding heap of cultural remains, entering a limbo
that in no essential way differs from being lost’ (p.48).
For them animating the archive is essential for the
future and that this requires a ‘user centred approach to
the construction of archives that implies a multiplicity
of use-scenarios’ (2012, p.48). In this research the
project has adopted the term ‘living archive’ as a means
for articulating and experimenting with how to animate
the archive.
The ‘living archive’ project has provided an interesting
and challenging context for us to explore both methods
of, and the implications for, designing environments
that enable multi-modal approaches for creating
knowledge, and for experiencing information within a
digital environment that is a collection or collation of
documentation of a challenging kinaesthetic knowledge
form. Across the design field, in theory and practice,
there is an increasing awareness of the importance of
designing for people and in relation to their particular
needs and practices. Within this discourse terms such as
situated knowing (Suchman 1987), tacit knowing, and
practice are used as a means for articulating the messy
and diverse nature of knowledge and practice in practice
(Dourish 2001, Fallman 2008).
As argued by Boehner et al (2005) there is an increasing
interest in and awareness of, the socially situated,
culturally informed, affective nature of human
interaction within digital contexts. For them, there is a
lack of recognition and understanding within the human
computer interaction literature (and practice) of
‘everyday action as situated in social and cultural
contexts’ (p. 59) and that it is these contexts that give
them meaning. In response to this they propose that an
‘interactional approach’ to the design of affective digital
systems and artefacts, and that affectivity is essential if
we are to enable people to engage with the system and
the content in a meaningful way. This interactional
approach is contrasted with an “informational” one,
where meaning resides within the technological system,
and all communication is mediated through a rational
model. In an interactional approach, meaning is
constructed through interaction, and is subsequently
closely bound with the situations and people involved in
those interactions. In this way, the focus on affect
emphasises that it is the whole person as a social,
cultural and biological entity that informs the multiple
ways that we engage with digital artefacts, and the
multiple levels of meaning (Dourish 2001) that arise in
those engagements
This increased focus on situated and emotive aspects of
design as argued Suchman (1987), Dourish (2001) and
Norman (2002) and then expanded on by Boehner et al
(2005), has enabled an important shift in how we design
digital artefacts and also how we understand their social
role in everyday life. This realisation does in itself hark
back to Schon’s (1983) emphasis on the dialogic nature
of designing, and the ongoing ‘back talk’ that exists
between designer, material and the process of making.
Yet it takes it further by elevating the iterative
conversation from being between the maker and the
made, to being one between the maker, the made and
the subsequent user. In the ‘living archive’ project the
ambition is to extend this cycle of dialogue into an
ongoing process of cultural production through the
archive. The ‘madeness’ of the design outcome in this
context is never complete, the dialogue of the ‘living
archive’ is ongoing, with each new user adding to the
archive and the potential narratives that the living
archive allows and creates.
Designing for such a dynamic and generative
engagement between the various elements of the archive
has required the project to explore possibilities for the
ways in which people will seek out information within
the archive and create new narratives within it. This has
included allowing for the various layers of expertise and
familiarity that a user may have. From the
knowledgeable researcher or performer, to the lay
enthusiast or the novice, each will have varying
familiarity and expertise in relation to the content and
the technology of the digital archive. As Schon (1983)
highlights, ‘Knowing is ordinarily tacit, implicit in our
patterns of action and in our feel for the stuff with
which we are dealing. It seems right to say that our
knowing is in our action’ (p.49). It is this mix between
the tacit and the implicit that will enable people to
engage with the archive and the patterns of use are both
hypothetical in the pre-design of the system architecture
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and in the patterns that subsequently emerge through the
use of the architecture of the archive.
Design is often framed as being a propositional activity,
one where designers must engage with the uncertainties
of the unknown in order to ‘shape a situation' (Schon
1983 p. 78). The notion of 'if' is one shaping
possibilities and this can be framed by ideas such as:
● what can or might happen if, or
● what should or must happen if.
The move between can or might, and should or must, is
a significant one is still open to the unknown the other
embedded in certainty. In the design of a complex
system such as a living archive both 'if’ situations must
be worked with – one frames an act of discovery in
exploring the archive and creating the desired
multifarious outcomes of engagement, the other refers
to the technological infrastructure that makes the poetry
of discovery possible.
photographic annotation of the available performances
are present there is no privilege or priority between each
mode (Fig. 4). As a consequence a plurality of
knowledges are recognised and legitimated in the
archive and the ambition of the system is for this rich
mix of elements to live through use in the archive,
thereby, enabling new knowledge about the circus,
performance, audience, and experience to be manifest in
the archive.
TWO PROPOSITIONS
The following are two examples of the initial
propositions that framed the research and have been
developed by the research team in their attempt to start
to scope some of the ‘if’ situations that frame the design
of the archive.
ONE: ENABLING MULTIMODAL FORMS OF
ANNOTATION ENCOURAGES DIALOGICAL
KNOWLEDGE
The archival project proposed a research problem about
how the multimodal collection and collation of
information, from a diverse range of sources, might
express, and form, knowledge. One of the ways we
believed it would be investigated and achieved was
through the ability to dissolve traditional hierarchies
between artefacts, commentary and knowledge claims
through the use of social media and Web 2 paradigms
(O'Reilly, 2005).
Traditional approaches to knowledge construction,
dissemination or documentation, particularly in creative
practice, have wittingly or otherwise emphasised either
the artefacts produced, or the accompanying
‘explanatory’ documentation. Similarly, from a
traditional research perspective, the written text, usually
essayist in form, has been privileged. In each model an
epistemological economy is constructed where one or
other of the terms is reified at the expense of the other,
so that one is always secondary, subservient, and some
sort of minor mirror to its master. This is a dichotomous
model of the text then the artefact, or the artefact then
the text.
The ‘living archive’, has experimented with the
development of a dialogical model of performance and
video and audio commentary and textual annotation and
Figure 4 – Two interfaces to the same ‘act’: the ‘living
archive’ attempts a dialogical model of annotation without
privileging one mode over the other.
These experiments into various modes of annotation
have taken place throughout the development of the
various digital prototypes of the archive. The digital
artefacts, and the responses to them, have served as
reflective objects for the project team to further explore
the limits of this proposition. By building the
proposition directly into the prototypes, the project
partners have come to their own understanding of the
proposition through their experience of the archive.
Embedding the proposition into the artefact has
encouraged the appropriation of the archive by the
Circus Oz community, acknowledging that “designing
for appropriation requires recognizing that users already
interact with technology […] with an awareness of the
larger social and cultural embededness of the activity”
(Sengers et al., 2005, p.57)
TWO: TACIT KNOWLEDGE IS EXPRESSED BETWEEN,
NOT IN, THINGS
Archives are, like libraries, repositories. Places where
things reside for the primary purpose of allowing
access. However, while libraries contain things that
already have much to say and be (books), archives are
in many ways, repositories for things that gain meaning
through external contexts to. Archives may be a
collection of things related to an institution (for instance
the National Archives of Australia), an individual (the
Eisenhower Archives), or are an array of objects that
have in common their shared ‘objectness’, (a national
film archive for example), but a key quality of the
archive is the integrity of the objects that constitutes its
collection quite apart from their interpretation. Indeed,
this is one of the distinctions between an archive, and a
museum, where the former emphasises the integrity of
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the collection while the latter, clearly performs an
interpretive role. This is a world of things. Yet there is a
difference, portraying a certain tension between the
intimate, inward looking and almost private nature of
the archive and the shared, extroverted and public
museum (after all, it is hard to imagine a museum that is
never open to the public, but quite easy to imagine a
closed archive) that is contested within the ‘living
archive’ as the archive, which are recordings of circus
performance, are ‘opened’ to not only public access and
exhibition but are explicitly invited to be interpreted,
interrogated, named, commented upon, holus-bolus by
any who so choose. This invitation, which is both
allowing the archive to look out, but also through its
capacity to capture these annotations, comments, and
viewings also looks in, as this material, in turn, builds
the archive.
The ‘living archive’ in the context of performance is an
explicit effort to solicit and then farm the informal
knowledge that is distributed amongst those who wish
to contribute to the archive via everyday social media
practices of annotation and engagement. This
knowledge, which includes knowing the ‘how’ of circus
performance, is informal, anecdotal, oral and shared. It
is an embodied knowing but also relational, as, for
instance, knowing how to juggle lies in the relation
between juggler and ball, and does not reside in one, or
the other. So with the ‘living archive’ knowledge about
performance does not ‘lie’ in the video recordings, but
between these and all that will accrete around them,
which includes relations to other similar acts, iterations
of the same act, relations to other acts by the same
performer (all relations internal to the records of
performance), as well as the commentary and
appropriation of this by other performers, for repertoire,
learning, and as a record (relations external to the
records of performance) (Fig. 5). Such activities make
explicit what is implicit, and so help to make visible and
tangible what is tacit and otherwise internal. In this way
the ‘living archive’ is animated to be outside of the
boundaries of one place and a limited selection of
visitors at a particular place and time (Burdick et al
2012). Designing the components of a digital archive
that allows for this desired rich layer of discourse and
interconnections has been one of the key challenges.
From the back-end file storage and access, to meta-data
schemas, interface design, and modes for the creation of
individual narratives within the archive have all been
part of this rich process. The walls of the archive have
become porous and the affordances of digital
technologies have enabled the archive to perform in new
ways, through a broader community of performers or
users.
Figure 5 – The ability for users to build relational collections
and add personal commentary through the archive makes tacit
knowledge more tangible and allows for a rich layer of
discourse.
This porosity would not have been possible without the
team also designing means for designing with the circus
community at the heart of the archive. For a team of
designers the possibilities for rethinking the nature of an
archive and the possibilities for new kinds of
performance within it, is in many ways theoretical. For
the performers and the company whose history and
creative practice is at the heart of the substance of the
archive it is personal and collective – my/our
performance and our history. Having adopted a codesign approach to the project, the team have worked
closely with members of Circus Oz community in
designing an archive that has integrity for them, and
which enables them to consider and explore new notions
of performance from their perspective.
Doing this has involved undertaking numerous
workshops at small scale, ongoing project meetings on a
regular basis, and then three full-scale workshops with
the broader Circus Oz community (Vaughan 2011). In
each of these events the research team have
experimented with designing experiences that both
enable dissemination of project ideas and developments,
whilst also being inclusive and participatory where the
various members of the community have been able to
contribute to the design in a manner that has relevance
to them – be it technological, cultural or personal
histories and identity.
CONCLUSION
It has been through this collaborative design approach
that the research team have sought to transform a once
storage bound video library into a dynamic resource that
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is in a constant state of evolution and adaptability
depending on the intention of each user. We have also
aimed to create an archive that is a creative environment
of knowledge creation and exchange, that is integrated
into the greater life of the organisation on a day-to-day
basis, beyond the limitations of place and time.
The term ‘living archive’ has been adopted as a means
to articulate the dynamic nature of the archive. This is
an archive that will always be evolving not only because
of the on going collection of content, but more
importantly because of the performance of the archive
users will themselves become part of the archive
collection. To experience this ‘living archive’ please
venture to: http://archive.circusoz.com.
ACKNOWLEDGMENTS
We would like to thank the reviewers of this paper for
the insightful comments and feedback. We would also
like to acknowledge the entire research team and project
supporter for making this project possible. In addition to
the authors these include: Kim Baston, Mike Finch,
Linda Mickleborough, Laetitia Shand and Peta Tait. The
Circus Oz Living Archive project is a partnership
between RMIT University, Circus Oz, the Australia
Council, La Trobe University and The Arts Centre,
funded by the Australian Research Council Linkage
program.
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TOWARDS A MANIFESTO FOR
METHODOLOGICAL
EXPERIMENTATION IN DESIGN
RESEARCH
HENRY MAINSAH
ANDREW MORRISON
CENTRE FOR DESIGN RESEARCH
CENTRE FOR DESIGN RESEARCH
OSLO SCHOOL OF ARCHITECTURE & DESIGN
OSLO SCHOOL OF ARCHITECTURE & DESIGN
BOX 6768 ST. OLAVS PLASS, 0130
BOX 6768 ST. OLAVS PLASS, 0130
OSLO, NORWAY
OSLO, NORWAY
HENRY.MAINSAH@AHO.NO
ANDREW.MORRISON@AHO.NO
ABSTRACT
This paper argues that design research may benefit from
investigations, explorations and innovations in the
means of conducting and of conveying design research
from qualitative methods in the social sciences. The
paper examines how inter-disciplinary and intermethodological experimentation as a mode of
knowledge building. At the end of the paper we draw
out a manifesto that proposes potential actions
concerning design research methods which ought to be
applicable for designers and design researchers, but also
for social scientists engaging with the changing nature
of production-related inquiry and critique in which
design increasingly features
INTRODUCTION: LOCATING THE ISSUES
EPISTEMOLOGICAL MATTERS
This paper offers an epistemological prompt to design
researchers to consider a number of core issues
concerning methodological experimentation. The
prompt is to draw together design techniques from
designing and innovations in research methods in
qualitative social science research so as to expand and
enrich innovation in methods in design research.
Much design research applies research methods from
subject discipline domains from outside design without
much experimentation. The paper argues that design
research may benefit from investigations, explorations
and innovations in the means of conducting and of
conveying design research from qualitative methods in
the social sciences. However, what is seldom seen is
mention of techniques used in designing (sketching,
video prototyping etc.) that is central means to the
generation of new products, interactions, services and
experiences.
The paper offers a meta-level discussion concerning
inter-disciplinary and inter-methodological
experimentation as a mode of knowledge building. At a
methodological level, we see a need to more fully
consider the production of knowledge by designing and
via the acts of constructing of design artefacts.
In addition we see a need to more fully unpack for
design research the resources for methodological
experimentation offered by developments in some social
science disciplines in recent years. This includes fields
such as sociology, anthropology, human geography,
media and cultural studies. We argue for a
methodological and dialogical mix of these differently
situated and generated approaches. This mix itself needs
to be seen as a mode of experimenting with knowledge
production relating to design. There is considerable
epistemological and methodological diversity as well as
experimental variation within and between different
disciplinary domains in the social sciences. Such a mix
also offers the social sciences an additional design
centred view and techniques that may serve to enrich
experimental modes of constructing and communicating
aspects already taken up in post-structuralist inquiry
(presentation-mediation, voice-identity, indeterminacymessiness etc.).
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OUTLINE
In the next section we focus specifically on matters of
method and methodology. Then we cover and illustrate
constructive design techniques and qualitative research
methods in the section data and methods. Thereafter
follows a section that reflects on the hybrid mode of
experimental methods we propose. The argument,
illustrated with references to projects and publications
in design research and in qualitative inquiry, leads
towards a three-part manifesto for considering and
realizing methodological experiments in design
research. Finally, we discuss this manifesto with respect
to potential actions concerning design research methods
and their contextualisation in the complexity of today’s
world. We close by arguing that the assertions of the
manifesto ought to be applicable for designers and
design researchers, but also for social scientists
engaging with the changing nature of production-related
inquiry and its critique in which design increasingly
features.
LITERATURE AND THEORY: FOCUSING ON
METHODS
EXPERIMENTAL RESEARCH
The practices of thinking and doing that fall under the
category of experimentation do not comprise a unified
body of work and definitions of the experiment are still
open to contestation. To date, definitions range from the
more scientific interpretation of the experiment as a
testing of theories through a carefully crafted and
monitored environment, albeit with room for the
unexpected, to the less formalised “experiment as a trial
or a venture into the unknown” (Gross 2010: 4).
However what most social and cultural researchers
agree on is that experimentation should “push the
limitations of current conventions of representation and
knowledge-making. There is a desire to move away
from what is considered ‘safe’, orderly and established,
whether it is by searching for methods that meet the
imperatives of new theories, existing complexities or
desired accessibility.” (Last, 2012: 708). This effort is
connected to the desire to take knowledge of the social
beyond the prescribed environments and to bring it into
dialogue with new disciplines, spaces and audiences
(Massey 2008; Pratt and Johnson 2009; cited in Last
2012). Experimental Research Network
(http://experimentalnetwork.org/) make the argument
that ‘traditional research methods can be used
creatively’ and situate them within experimental
research by including ‘people who are using creative,
innovative, novel or risky research practices in their
work’ (Gallagher and Prior 2010).
In other circles the idea of interdisciplinarity itself is
thought of as a main form of experiment, as
experimentation is often driven by the perception of
discipline-specific methods as being limited (Davies,
2011). Some disciplines share significant theoretical and
methodological overlaps with others, while others are
separated by significant difference in outlook. This
makes different demands on the researcher in terms of
producing analytical accounts. However, the negotiation
of differences between fields continues to be regarded
not only as a powerful means of generating novelty, but
a useful way of seeing one’s familiar approaches in a
new light (Driver et al. 2002: 8)
Reflexivity is another key attribute that characterises
most approaches to the experimental in social science
research. Here there is recognition of the researcher’s
implication in the construction of spatio-temporal
practices and interrelations as well as their
amplifications and mobilization. Reflexivity involves
understanding the assumptions, biases, and perspectives
that constitute the basis of research. It includes
epistemological questions and contextual conditions of
understanding that are implicated rooted in practices of
collaboration, and in the choice of perspectives.
Ian Kerr suggests that “‘to act ⁄ research is to be
involved in change – experimental change. We need to
recognise that acts of knowing are forms of change’
(Kerr 2008, p. 65). Active, participatory
experimentation is taking on manifold forms. Gail
Davies observes that what is at stake is less ‘ what can
be known through precisely controlled conditions, and
more about creative forms of world-making’ (Davies
2011). Last (2012) observes that active participation in
this “world making” mirrors the desire by many
researchers to move beyond “mere critique” and to
affect the spaces and relations of concern through nontraditional means, with the hope of being more effective
in reaching relevant audiences.
The search for alternative research practices or
representation is often guided by the desire to align the
dissemination of research findings more with the ethical
and aesthetic imperatives of research subjects. Last
(2012) outlines some questions that have been posed
among researchers such as: How can researchers
include the nonhuman in their practices and analyses
(Hinchliffe et al. 2005)? How can we engage with the
precognitive, with emotion (see Anderson and Harrison
2010)? Should concepts be followed formally in writing
(Massey 1997) and certain impressions be rendered as
poetry (Lorimer 2008)? Should writing on
experimentation result in experimental writing? Such
questions, Last argues, underline the intertwining of
aesthetics, ethics and ways of knowing and
representing. Such a line of reflection forces us to ask
what aspects of the social world can be known or
represented, and what kinds of options are available to
be engaged with the potential for the unknowable and
unrepresentable through experimentation.
THE EXPERIMENTAL IN DESIGN RESEARCH
Koskinen and his colleagues (2011) have identified
three main modes through which design research in
Europe at the doctoral level has approached
experimentation. The first mode that they identify has
historical foundations in the natural sciences, but
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usually comes to design through psychology. The goal
of such methodologies is to identify relationships that
might serve as a basis for design. In such research we
can find questions such as, for example, how the limits
of human cognitive capabilities affect error rates in the
use of tablet computers. If such relationships were
found, they could be turned into mathematical formulas
that would provide a solid ground for design. In such
research, epitomes of analysis are artefacts such as a
prototype. It crystalizes theoretical work, and becomes a
hypothesis to be tested in the laboratory.
Other perspectives on design research build on
interpretative social science, where the stress is on the
need to study people in their everyday life settings,
rather than in the laboratory. Interpretive methodologies
have a long history in design and have been used by
companies like IDEO and Xerox PARC. This
methodological approach has also been widely used by
design researchers especially in Helsinki Milan and
Copenhagen. This research has addressed issues such as
garbage collection, health practices in favelas, and
housing services for seniors. This approach makes use
of action research and builds on notions of co-design.
The third perspective builds on the relationship between
design and art. A lot of this work was done at the
London College of Art in the nineties where Anthony
Dunne and Fiona Raby coined the notion of “critical
design” (Dunne and Raby, 2001). The main aim of
critical design was to question the dominant commercial
ethos of design. They drew inspiration from cultural
studies, critical theory, radical architecture, and Italian
controdesign.
Another key figure that used this approach is Bill Gaver,
the chief ideologue behind cultural probes (Gaver et al.
1999) that developed an art based methodology drawing
on Guy Debord’s Situationist idea of
psychgeographique and on Nicholas Bourriaud’s notion
of “relational aesthetics”. Recently, critical design has
focused on the politics of science by trying to make the
implications of science an object of discussion by
making them tangible long before true applications hit
the market. Dunne’s (1998)‘post-optimal’ object, for
example, critiques product semantics and the human
factors preoccupation with the ergonomic and
psychological ‘fit’. Instead, he applies strategies of
defamiliarization and estrangement from modernist
aesthetics, as ‘user-unfriendliness’ and ‘parafunctionality’ to discourage unthinking ideological
assimilation and promote scepticism by increasing the
poetic distance between people products.
In all these research programs and in more recent work
on design research, the discourse of experimentation has
been widely adopted. This has been seen in examples
from contextual inquiry, co-design (Johansson & Linde,
2005); cultural probes; and design games (Brandt 2006).
However in these contexts, experimentation is seen in
terms of “design experiments”. In this case, the
innovative thrust of experimentation takes place during
the during the design process and not in research. The
focus is more on design methods rather than on
research, and often with little theoretical grounding
(Laurel 2003). In other cases the methodological
reflection takes place mostly in the early stages of the
design process.
Increasing social science is expanding the repertoire of
materially innovative methods and addressing the limits
of the phenomenal. Christena Nippert-Eng suggests that
social sciences can offer design such disciplinary skills
as a distinctive conceptual, analytic framework,
ethnographic skills, writing skills, contextual
information via substantive areas of interest including a
way of looking at the relationship between people,
objects and activities – especially the politics of design
(Nippert-Eng 2002: 213).
These reflexive stances have been categorised as
baseline, tool, location, and position (Marcus 1996).
John Law and John Urry (2004) argue that the social
sciences are relational or interactive. Social scientists
participate in, reflect upon, and enact the social in a
wide range of locations. They see research methods as
performative. They mean by this that these methods
have effects, make differences and enact realities. They
can help to bring into being what they also discover.
Lucy Suchman (2002) suggests that one strategy for
successful collaboration between designers and
researchers in technology corporations is to establish
new bases for technology integration, not on the basis of
universal languages, but in what she calls partial
translations (Suchman 2002: 101). Suchman also
proposes that we value heterogeneity in these systems
rather than “homogeneity and domination”. Critical
perspectives from cultural studies, feminist theory, and
post-colonial theory, social studies of science and
technology (STS) might provide useful “tricks of the
trade”, methodologically and theoretically, to think
through problems of universal languages and
standardized practices. They can offer detailed accounts
of local practices, different understandings, and explore
the relationships between marginal experiences and
mainstream discourses.
DESIGN TECHNIQUES AND DESIGN RESEARCH
Numerous design textbooks exist on techniques for
designing, whether connected to engineering, fashion,
interaction and product design, to mention only a few
domains of design. These books, and now websites, are
usually written and illustrated to assist students of
design to learn how to engage creatively and also
productively with generating ideas, design works and
processes of arriving at designs of their own, for
specific interest groups, users and stakeholders. They
have traditionally been developed for use in the studio
of the design school but naturally they are also
resources that designers in everyday professional
practice also draw upon.
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As Ilpo Koskinen and colleagues (2011) write, the
contexts for designing, of inspiration and of making, of
use and usage, have shifted from the studio to also
include other locations, that in their terms now can
covered by the field and the showroom. This implies
that the activity of designing is now also spread more
widely, contextually, culturally and in practices of work
and innovation, including ones that are emerging. Such
design is implicated within work that takes place outside
the studio setting, once remote from the grittiness and
transformative power of the street and the demands of
retail.
Today design is increasingly embedded within popular
and commercial cultures, and contexts of personal and
corporate use. It has extended more recently to diverse
areas such as smartphone ‘app’ development and civic
protests arranged by communication design strategies
enabled by social media such as Twitter. Important too
is the emergence of co-design as an alternative to the
earlier romantic notions of the lone gifted (male)
individual. Matters of gender, special needs, universal
access and cultural sensitivity have become key issues
to consider.
Important also in understanding how design works as an
activity, not just the generation of products or indeed
even services, is to acknowledge the needs for spaces
for design This extends to phases, iterations and the
ways these are mapped, timed and cognitively
articulated in teams and to clients. A great range of
techniques often mixed and matched depending on
need, in abductive relationships, as wranglings,
tinkerings and maverick moves, are also selected, put
into play and applied. The techniques include amongst
others conceptualising, sketching, paper and video
prototyping, patterning, evidencing, mediating, probing,
the use of props, gaming, scenarios, mock ups, mood
boards, role allocation, temporal boundedness, user
narratives, walk throughs, protocols, shadowing, cards,
stakeholder maps, storyboards and demos.
In general, designers are expected to imagine new
things and not just existing ones, to find new routes and
means to shaping innovative products, experiences,
services and interaction, and systems. Much energy,
iterative work and often co-design endeavour goes into
producing designs. Designers may find that as they
engage in creative innovation on design, they might
gain from drawing on other methodological insights and
theoretical discourses some social science fields in order
to better reflect over their processes, written accounts
and on-going evaluations of their practices. This is not
to say that this does not occur, not that is often only a
matter of emphasis. Instead, it is to suggest this is a
space (Sevaldson 2008) for richer design and related
research activity where co-design may also be extended
to means connecting design techniques with qualitative
methods. In the next section we offer some examples of
how this has been carried out and the types of resources
they offer us all to realise such a synergy.
DATA AND METHODS: CONSTRUCTIVE
DESIGN METHODS AND QUALITATIVE
RESEARCH METHODS
CONNECTING ETHNOGRAPHY AND DESIGN
Drawing on an adaptation of modes of interdisciplinary
research inspired by a study carried out by Andrew
Barry, Georgina Born and Gisa Weszkalnys (2008),
Lucy Kimbell (2008) proposes three ways in which
social science methods such as ethnography might
connect to practices of design and research.
The first mode she identifies in which ethnography and
design engage is what she call the service mode. In this
mode design craft is in the service of ethnographic
research or ethnographic data is employed in the service
of the design process. Ethnography might use design to
style the tools of ethnographic research. So for example,
communication design skills can help with the
arrangement of text, photographs and diagrams, or the
editing of video footage. Design serves a stylistic
function in helping deliver the outcome of qualitative
research. Seen from the other side, it is possible to think
of ways that design makes use of ethnography in
presenting its arguments, drawing from ethnographic
research its data or analysis.
The second mode Kimbell identifies is integrative and
synthetic. In this mode, ethnography might partner with
design to develop artefacts that might persuade
stakeholders. Design methods and processes are drawn
upon to develop a critique of existing arrangements or
conceive ideas for new ones, stimulated and
complemented by ethnographic research. Examples are
narrative devices such as scenarios or prototypes or
mockups of product or service ideas. In this case design
is central to the imaginative possibilities of research.
Rather than just making research more visible and better
understood, design synthesizes it in the creation of
visual artefacts that suggest new ways of doing things,
new products and new services.
The third mode is agonistic-antagonistic. This means
that rather than coming together smoothly, disciplines
engage in continual argument. In this mode design and
ethnography forsake their disciplinary identities and
merge into an unhappy union. Here design engages in a
self-conscious dialogue with, criticism of, or opposition
to, the intellectual, ethical or political limits of
qualitative inquiry and vice versa. Kimbell argues that
working in this way involves a kind of invention in the
sense that the creative clash between design and
ethnography generates knowledge in the form of
methods and forms that may not make sense to either
discipline.
POTENTIAL
It is this third mode that we wish to emphasize because
we believe it holds the most potential for exploring the
possibilities of methodological experimentation. The
agonistic-antagonistic mode holds the most possibilities
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because this mode, as Kimbell (2008: 320) describes it
is “tricky, destabilizing, critical, hyper-reflexive,
contingent, resistant– all virtues that are cherished in art
and design and in ethnography. The third mode
reassembles the social and material possibilities of
disciplines.”
EVALUATION OF DATA: REFLECTING ON
HYBRID EXPERIMENTAL MODES OF
INQUIRY
EXPERIMENTS IN ACCOUNTS
Recently, there have been shifts in the forms of
scholarly communication or at least in the ecology of
the present expansion of digital possibilities and how
these are affecting the different genres of research and
writing.
Experiments have been widespread in genres such as the
ethnographic narrative since the launch of debates about
representation, voice, orality and the power and poetics
of writing in the 1980s (Clifford and Marcus 1986).
Some of this experimentation has taken forms such as
autoethnography, layered accounts, and performance
texts (Downey and Dumit 1997).
The writing of accounts of design research is one area
where we believe there lies potential for
experimentation and where insights can be drawn from
the humanities and the social sciences. What does the
book or its related productions (such as the journal
article or the conference paper) out of the process of
design research become with this ecology? We argue
that less baroque forms of design research accounts
might find their richness outside established traditions
of design research accounts. Alternative forms of
articulating thinking, ideas, and concepts in “third
spaces,” archives, studios, labs, performative acts,
“para-sites” and the like can provide rich avenues for
exploration.
VISUAL DESIGN
Nina Wakeford (2003) describes how ethnographers and
designers collaborate at the INCITE Lab in the
exploration of the use of visual practices and design
sessions as ways of doing cultural studies of technology.
Through their work they are encouraged to think of the
product of social and cultural studies of technology as
going beyond textual output, or acting in conjunction
with traditional fieldwork narratives and analysis. In
some cases the product of their collaborative work is in
the form of sketches of objects. They explore among
other things the ways in which these sketches are linked
to fieldwork, their analysis, the collaborative session,
the culture of technology studies and the norms of
design practice.
Wakeford suggests that by thinking through these issues
collaboratively, they are stimulated to examine more
closely their relationship to different aspects of the
cultures of production of new technologies. From a
design perspective such reflection might focus, for
example, on what kind of reasoning sketching might
represent in design practice. From a sociological
viewpoint it might mean reflecting on what kind of
reasoning this kind of collaborative process and output
sketching might signify.
Similarly, Christine Wasson (2000) describes how in
collaborative work between designers and field
researchers at E-Lab ethnographic data were analysed
from instances of data into patterns. These patterns were
further transformed into a model that interpreted
ethnographic materials and envisioned a solution for the
client. As she explains:
The model offered a coherent narrative about
the world of user-product interactions: how a
product was incorporated into consumers’
daily routines and what symbolic meanings it
held for them. These insights, in turn, were
framed to have clear implications for the
clients’ product development and marketing
efforts (Wasson, 2000: 383-384).
EXPERIMENTAL RHETORIC
Andrew Morrison (2011) has experimented with a series
of design fiction narrative works as part of the YOUrban
project at the Oslo School of Architecture and Design.
In a paper presented at the NORDES Conference in
2011 he presented one of these fictional narratives
where he described it as being aimed at motivating
design research to expand styles of playful, reflective
and interpretive modes and genres of research writing.
He locates the first person narrative perspective used in
the text in bio-cultural contexts of design fiction future
use, referring to current Wi-Fi, RFID and GPS
technologies. The text takes the form of an abductive
design narrative that aims to escape from often
“paddocked” research modes of writing about design.
Instead, what is on offer is a playful, performative,
reflective mode of design research writing that is allied
to wider techno-societal concerns, drawing rhetorically
on post-structuralist traditions in the humanities.
RECOUNTING EXPERIENCE
Recent work in human geography has emphasized
personal experience and, through the parallel running of
different genres of narrative tracks, played with
theories, and (non) disciplinary practices (Last 2012).
Some of this work merges poetry, story telling and
academic writing to relay the authors’ walking journey.
Shiloh Krupar’s narrative stresses the conflict of author
investment ⁄ emotion and academic enquiry. Her‘ethno
fable’ runs alongside what she calls an ‘academic and
personal subsurface guide’, a guide that takes on the
form of excessive footnotes (2007, p. 194). Krupar
explains her reasons for using what she calls a
‘performative representational strategy’ as follows:
(1) to produce a certain affect of curiosity,
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concern, and outrage at the staging of nature
spectacle on militarized sites by organizations
that continue to produce and profit from deadly
wastes; (2) to show the various discourses and
representations, figures, material practices,
institutions, and personal experiences of the
author that have constellated in and around this
site-based study; (3) to display two texts; one
being the performance script that displays
some of the rhetorical contrivances of the
Rocky Mountain Wildlife Refuge nature
spectacle, and the other, a supplementary text
that attempts to contaminate the clean surface
of the site and its staged unchanging
wilderness, interjecting academic substrata and
dumping a personal landfill of mythic histories,
alternative landscape taxonomy, documentary
photography, and animal avatars, or,
subsurface tour guides (2007, p. 195).
Pelle Ehn and Dan Sjögren (1991) have explored the
use of games as mediating tools in participatory design
processes. The games are used to create imaginary
situations that complement reflective understanding of
practice. The games induce a playfulness that follows
from non-constraining use of language. They argue
against the correctness of descriptions and stress how
linguistic artefacts are used rather than what they state
to be true. In such a context, meaning arises not in how
exactly a statement is formulated, but rather by the
intertwining of different voices that shape language in
the specific situation.
ENRICHING REPRESENTATION
In human geography, for example, authors have
contested the content and means of production of
representational modes of research in the form of
visualizations such as photography, film, sketches and
maps (Rogoff 2000). ‘Critical cartographers’ for
example, have turned to artistic or participatory
experiments in map-making that emphasize the
subjective, the provisional, the excluded and the
unforeseen (Crampton 2009; Crampton and Krygier
2006; Kitchin et al. 2009). Others have experimented
with innovative methods for ‘animating’ the archive.
These research practices in many ways try
to bring the material and documentary
properties of archives into play, through an
emphasis on bodily performance, the mobility
of materials and the interplay between
generating accounts and ongoing processes of
interpretation. Such work engages directly with
the contradictory processes of archiving, of
giving form to the identities and capacities of
past communities, spaces and landscapes,
while simultaneously erasing that which cannot
be so easily captured. (Dwyer and Davies
2009: 89).
In her work Kathryn Yusoff explores how the Antarctic
landscape is rendered through expeditionary
photography and embodied practice (Yusoff, 2007).
Mixing writing techniques and photo essays, she stages
an encounter between the 1970s ‘Antarctic Action Man’
and historic photographs and written accounts of the
embodied endeavours of Antarctic exploration. The
stories found here of pain, snow-blindness, exhaustion
and exposure puncture the heroic play of exploration.
She moves beyond the historic visual record to ask how
such representations were achieved – a collision
between technologies and possibilities of photographic
exposure and bodily exposure to the landscape. Her
artful interventions and a critical engagement with
visual methodologies provide opportunities for
producing ‘archives of the feeling body’. Incorporating
the body into the landscape and the landscape into the
body introduces a different sensibility to the narratives,
materialities and images of these extreme environments.
ON MATERIALITY
Another area of fruitful experimental work is that of
materiality. Common to both design and parts of social
sciences is a shared interest in objects. At a seminar
series at Goldsmiths University held between 20092010 titled The Objects of Design and Social Science,
the organizers argue that a focus on material, empirical,
and conceptual objects open up possibilities for overlaps
and disjuncture between the two disciplines and a rich
space for dialogue.
Design is concerned with making and interpreting
objects including finished products, experimental design
aids (e.g. prototypes and probes), and projective
representations (e.g. scenarios). Design has also recently
begun to re-engage with more speculative objects whose
ambiguous functionality makes it possible to explore the
social and the material, the political and the aesthetic.
Some social science disciplines also work with objects
as well, including categorical objects such as race,
gender, and class. They have also explored empirical
objects ranging from the mundane to the exotic, and
conceptual objects such as the notions social scientists
use to theorize the social. ‘Materiality’ and ‘material
culture’ have, of course, long been key preoccupations
in anthropology (e.g. Miller, 1987), an emphasis on the
role of settings, instruments and devices in the
production of scientific facts is the banner of science
studies (e.g. Latour & Woolgar, 1986).
Using Nippert-Eng’s work as an example, Wakeford
(2003) suggests that objects can serve as a useful
medium for reflective exchange between social
researchers and designers. In researching the book
Home and work (1996) Nippert-Eng discovered that the
ways in which people manage their keys are linked to a
series of their other daily activities around people and
objects. She noticed that people who had all their keys
together in one key chain tended to have an integrated
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life, where the boundary between home and work is
blurred, while separate key users tend to have a strong
division between these worlds. Nippert-Eng writes:
I found that one’s key chain is linked to
numerous other behaviours that we frequently
don’t even notice like commuting behaviour,
appearance management, the way we talk at
home and work, office and home decor, and
eating and drinking habits. But key chains also
are linked to trajectories as diverse as the
domestic division of labour, occupational
norms, the history of industrialization, family
composition, and position within the
organizational hierarchy, just to name a few. If
we add to this links to more physical factors
such as the production of metals and doors, the
norms of access to building and car interiors,
or even the popular culture of key chains as
collectibles, you can see how easy it is to think
of the key chain as a very interprofessional
manifestation or hyperlink.
(Nippert-Eng 2002: 214).
Drawing from this Wakeford (2003) argues that objects
such as key rings can serve as a good data elicitation
technique for qualitative inquiry on the boundaries
between home and work. A qualitative narrative can be
offered where key chains are positioned as objects
through which to talk to designers about sociological
concepts that might otherwise be difficult to introduce
in other ways. She describes the idea of working with an
artefact or an idea as an “interprofessional hyperlink”.
Martin Johansson and Per Linde (2005) use the concept
of playful collaborative exploration as ways of
interacting with material from fieldwork that do not
constrain analysis only to the search for objectified
knowledge. Instead the ambiguous nature of such
exploration nourishes a dialogue between different
actors in the design process. This playful exploration
can be used in the design process to create fantasy
worlds (worlds of hypotheses) where designers
experiment with ideas and concepts.
DESIGN BOARDS
In other collaborative work carried out in the INCITE
project Wakeford (2003) and here colleagues used “grey
boards” or large foam panels which can be used to pin
or stick photos or text into a story of a project. These
boards were used to pin up cuttings from magazines,
segments of interview transcript, theoretical ideas, and
stills from video interviews. They used coloured shapes
to indicate categories of ideas or the development of a
line of thought. Wakeford observes that these boards
were useful not only as a way of physically sorting and
re-ordering ideas, but also because they became part of
performative stories about the research. The grey boards
became “boundary objects” used to ease dialogue
between researchers used to conventional ways of
working with text and analysis, and designers, many of
whom are used to working visually. In workshops with
computer scientists, engineers, and designers, these
boards were successfully used by social scientists to
describe on-going fieldwork.
Wakeford argues that these boards were not just about
display. They were also a physical manifestation of a
way of working. Unlike a report handed to a designer as
a set of specifications, the active and embodied process
of translation of the data was crucial to the
collaboration. It involved explicitly producing an active
and engaged anthropological interpretation for an
interdisciplinary audience.
As Koskinen and colleagues (2011) point out, “design
things” such as mood boards and prototypes are a
prominent feature in the spaces in which designers
work. They suggest that:
They are an effective way to bring people to
the same table to imagine futures together.
Most important, they make it possible to probe
and discuss those sensuous, embodied and
social things that are central to design – like
colors, how materials feel on skin and the
shapes of objects. Few people have a reliable
vocabulary to talk about them. Inventive
methods have a place in design for this reason
alone. (Koskinen et al., 2011: 139).
Charlotte Lee (2007) introduces the notion of “boundary
negotiation artefacts”, where she suggests that
negotiating boundaries might be considered a special
form of cooperative work, where actors discover, test
and push boundaries. This implies that we may perceive
these emerging design artefacts as challenging
boundaries and notions, inviting participants to
negotiate and redefine those boundaries.
CULTURAL PROBES
One device that has been discussed among designers
and social researchers is the cultural probe. Originally
conceived by Bill Gaver and his colleagues (1999) at
the Royal College of Art in London, the cultural probe
was a design method that was used to help with
inspiration, and to enable the authors to create a way of
thinking about a new research area. Gaver and his
colleagues (Gaver et al., 2004) have commented on the
way that their original idea has been adopted and
adapted by other researchers, in a manner that disrupts
their original intention to create room for uncertainty.
The probe is now part of the toolkit of some designers,
used not just for inspiration but also for data gathering
and to open up conversations with stakeholders (Loi,
2007).
As Boehner and colleagues (2012) point out, probes
were not originally intended to support a process of
deducting definite truths and target communities in a
manner more familiar with for example social scientists,
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nor the problem solving process familiar to many
designers. Probes were developed in and for a design
process that disregards utilitarian values in favour of
playfulness and exploration. Because probes are
motivated by the desire to inspire new ideas rather than
understand existing practices, they need not to be
accountable to values such as replicability,
representativeness and comprehensiveness.
Instead, it is important that they are able to help provoke
new design ideas and move both designers and
participants out of their comfort zones. For probe
artefacts this implies emphasizing their ability to
uncover surprising details while still giving a sense of
familiarity with certain settings. The idea is that, in this
way, they will reveal previously unexplored possibilities
for design that more standard methods would mask. In
order to avoid surface engagements and support
empathetic interpretation, for example, probes such as
the Listening Glass inspire participants to take a fresh
look or a new perspective on familiar surroundings and
practices. Other examples such as the Telephone Jotter
Pad and the Camera provide prompts for people to
produce images and text unlikely to emerge in the
context of more expectable research prompts.
Seen from the perspective of Barry and colleagues’
three possible modes of social science-design
collaboration outlined above, it is not mode one: design
used to style a data gathering method. Neither is it an
example of mode two: design integrating with
ethnography to create a new method. Kimbell (2008)
suggests that probes can be viewed as an example of
mode three: an agonistic-antagonistic intervention into
discussions about what constitutes data and data
gathering by doing inventive inquiry.
Kimbell argues that researchers designing and using
probe packs are “reassembling the social” through
paying particular attention to visual data. They are
involved in constituting messy realities in which they,
stakeholders, and the objects in the packs, are all
intertwined. They offer an intriguing way for this
community to reconceive its disciplinary boundaries.
RESULTS
REFLECTION
In considering the section above on a range of
approaches to methodological experimentation, we have
developed a Manifesto as a means of trying to take one
more step forward the need for such experimentation
into a more programme driven direction that can be
realised in detail over time.
We see this Manifesto as the outcome of a process of
work and reflection. It may also be approached as a way
of identifying potential challenges for design research to
consider.
MANIFESTO
The Manifesto is not intended to be all encompassing;
rather it is offered to design research as a prompt to
methodological action. Methodological experimentation
in design research can be developed through three main
interconnected components and activities a) as
knowledge building, b) by way of modes of
experimental inquiry, and c) through acts of
methodological innovation.
A MANIFESTO FOR METHODOLOGICAL
EXPERIMENTATION IN DESIGN RESEARCH
a) Knowledge building
1. Methodological experimentation is needed as a
continual feature of design research in the wider project
of reflexive knowledge building.
2. A diversity of design techniques drawn from design
practice can usefully inform ways design research is
conducted experimentally.
3. Methods from qualitative inquiry may be drawn into
design research more fully so as to enrich
understanding and analysis developed through
construction.
b) Modes of experimental inquiry
4. The mixing of design techniques and qualitative
approaches can help support the dynamic production of
an expanded and creatively extended mode of
methodological experimentation.
5. The innovative making of design artefacts,
interactions, systems and services together with the
critical articulation of qualitative accounts provides a
reflexive and combinatorial means to getting at the
processes of methodological creativity.
6. The creative and abductive character and processes
of designing can enhance critical and reflexive ways of
presenting the social in qualitative inquiry in design
research.
7. Focus on non-positivistic methodological matters
accentuated in qualitative inquiry - concerning
representation, voice, positionality multi-sitedness,
embodied knowing, multimodality, interpretative
communities, blurred boundaries, partial accounts,
situatedness – allows design research to extend its
methodological repertoire.
c) Acts of methodological innovation
7. Position and perspective in qualitative methods can
be integrated with design techniques to enhance
construction-based inquiry involving interdisciplinary
teams in dialogue.
8. Working with modes of representation and
technologies of mediation, productively in design and
reflectively in research practice can advance and enrich
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methodological action and critique that is design
centred.
functional and instrumental notions and practices of
design.
9. When design work is well situated, practised and
understood - through culture, in its political character,
by way of its social implications and force, and in
contexts of embodied use - it may be effectively paired
with methodological views and insights on building
knowledge on design innovation.
In this paper we have mentioned the importance of
methodological innovation and the need for continued
experimentation that allows design research to look into
its practices, academically, productively and through
situated application. We have offered a Manifesto to try
to encapsulate some of these developments as principles
for further investigation, but done so with close
reference to research methods in qualitative inquiry. We
have done this by referring also to design techniques
that the social sciences and humanities could also
include their own on-going moves into practice-based
knowledge building that is already methodologically a
very dynamic domain within design research.
10. Design increasingly negotiates and takes up shifts
between material and intangible properties and
experiences so that these transformations and the
hybrid character of design products, processes and uses
ask we actively develop methods to meet these states
and changes.
DISCUSSION & CONCLUSION
As this paper is of a meta character, in this section we
briefly point to a number of key matters we have
identified and their methodological potentials and
limitations.
In Design Research through Practice, Koskinen and
colleagues (2011) write that what is particular to design
inquiry is the need to understand how knowledge is
built in the different locations of making, use and
reflection. They archetypically term these ‘lab, field and
showroom’. These locations - metaphorical, conceptual,
literal and pragmatic –ask us to rethink how and where
design research is being constructed and the ways in
which this is epistemologically framed and enacted,
especially in and as practice. As design moves into
increasingly complex contexts, there is a need for the
nature of that complexity to also be investigated and
presented reflexively. Their work points to a need to see
design research as being more than research in, on and
through design. What is possible to extend
methodologically, in design experiments and
experimental reflection, is to engage with acts of
designing and critiquing that are constructions. These
are acts that integrate and enrich one another through
their inter-relations. These writers also argue that
practice may be explicated more fully in design
research, and that we continue to examine the
connections between making and researching with
reference to projects, innovations and settings of use.
The Manifesto offers ways of looking into the
experimental complexity and messiness of both
qualitative and creative design methods to develop
richer understanding of design and design research. By
no means has qualitative social science inquiry always
been able to achieve this itself! Also, design and design
research need to strengthen ways of tackling complex
real world challenges and the messiness of
understanding and engaging in actual settings. Selfreflection here needs to be connected to wider pressing
political and cultural concerns so that experimentation
and the application of methods are geared towards
contemporary social challenges; this is to go beyond
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DESIGNING FOR SELF-LEADERSHIP
KIRSTEN BONDE SØRENSEN
AARHUS SCHOOL OF ARCHITECTURE
PLATFORM REFORM
KIRSTEN.BONDE@AARCH.DK
ABSTRACT
This paper argues generative tools can be used
not only as ‘a language for co-creation aimed at
the collective creativity’ as stated by pioneer E.B.
Sanders (2000), but as ‘a visual making-language
for self-dialogue and value clarification’, paving
the way to self-leadership.
In a Danish bank this ‘making-language’, was
offered banking customers, who wanted to
change their ‘money-behaviour’. They created
visual ‘hand-made’ strategies which proved to be
strongly self-persuasive: six weeks later the
participants had changed their behaviour - and in
accordance with their new strategies.
Additionally they stated they felt increasingly
empowered by taking action and leadership.
Designing for self-leadership meet with an
increasing need for identifying our values and
‘voices’ and becoming self-leading (Covey,
2005, Drucker, 2000). This need aligns with the
recent discovery within cognition and neuroscience, that we actually can change inappropriate thinking patterns and habitual ways of
acting (Manz & Neck, 1992, 1999, Seligman,
1998, Damasio, 1999, Pinker, 1999).
Designing is paving the way.
FROM VALUE CO-CREATION TO VALUE
CLARIFICATION AND SELF-DIALOGUE
Despite most of us are focused on achieving a
successful life, we seldom reflect on our dominant
values. Instead most of us quietly ‘accept’ our daily
‘habits’, like constantly working too much, eating too
much or using too much money.
In the wake of the economical crisis plenty of people
are struggling with their private economy and also
struggling with authorities that are ‘dictating’ them
how to live and use their money, - but who is to blame
when people are constantly overspending? - and how
should future banking services look like?
In this research generative tools are used as a language
for value clarification and self-dialogue. Generative
tools are central in co-creation, a popular method for
innovation (Sanders & Stappers, 2008, Pralahad &
Ramaswarmy, 2004). Generative tools are known as
‘thinking tools’ (Sanders, 2000). Pioneer within the
field of co-creation, E.B. Sanders, calls generative
tools ‘a language for co-creation’, aimed at the
collective creativity. Sanders argues, that this
language is characterised by two things: First of all the
language is predominantly visual and the ambiguity
that often characterises visuals does indeed affect the
participants´ way of thinking. Second, a key concept
in the language of co-creation is ‘making’ and the fact
that participants are ‘creating’, makes the use of the
language a kind of creative and reflective process, a
design process (Sanders, 2000).
In one of my preliminary co-creation sessions in a
medium sized Danish bank I met a young girl, AM
who was constantly overspending. The process
performing the creative tasks in the co-creation
workshop made AM reflect, and finally she ended up
being more aware of her specific needs and wishes.
She was capable of telling exactly, what she wanted
and how she wanted it. She expressed that she wanted
to gain control over her finances by shifting to another
bank where she imagined she would not “feel like a
number” (AM), but be welcomed by an empathic and
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friendly financial advisor who had plenty of time to
care about her and her overspending.
Such types of insight are typically gained in cocreation sessions and used in business development.
Like the sleeping region retail bank in the US,
Umpqua Bank, who did design driven innovation and
found out that people in general, just like AM, felt
disenfranchised and disconnected from the large
financial institutions. This made Umpqua Bank
change their concept into a bank with the strong
selling point in turbulent times: a slow, local, trusted
bank doing ‘slow banking’. With this concept they
highlighted ‘personal services and relationships’,
‘social connections’, ‘activities’ and ‘localness’
(Berger, 2009). Co-creation sessions definitively can
lead to brilliant innovations in business and society.
Despite these presumably interesting insights from my
co-creation session, among others with AM, I was
keen on exploring whether the creative workshop had
had any effect on AM, and whether she actually did
change bank. In other words my interest moved from
the ‘common’ understanding of the outcome of cocreation session – which can be used for co-creation of
values, like the example of Umpqua Bank - to an
investigation of a potential outcome and effect on the
participant.
In an after-interview AM argued she had not changed
bank. But surprisingly, she had made budgets herself
and adhered to these budgets – thus she had changed
her behavior. She expressed she was proud of herself
and felt empowered:” I have become much more
aware that I cannot be a big spender while being a
student, so I have started saving”… AM had changed
her perception of herself from ‘being a big spender’
and ‘not being in control’ to ‘taking action’ and ‘being
in control’.
The current research highlights the human power of
the design activities, ‘framing’, ‘reframing’ and
‘design-as-doing’, using generative tools as a visual
making-language for value clarification and selfdialogue. The paper demonstrates, how this makinglanguage can be used when creating new personal
strategies and pave the way for self-leadership.
In the following sections I will present my
MoneyWorkshop, followed by an explanation of the
workings of the creative sessions and finally I will
discuss the topicality and the future possibilities of
this visual making-language for self-dialogue and selfleadership.
DESIGN EXPERIMENTS
The research on which this paper is based includes
altogether 43 participants. My Ph.D. thesis and this
paper include material representing 20 participants (10
customers and 10 potential customers).
When designing the creative workshop, later called
The MoneyWorkshop, the intention was to make a
private ‘room’ for the individual to respond in. I
designed a box as a private ‘room’, leaving space for
reflection, memories and ideas when responding to the
questions, and also for the provocative statements and
the creative tasks. This ‘reflective room’ was designed
with a happy, artificial, long green grass carpet in the
bottom, topped by the materials: pictures, pieces of
paper, scissor, glue, and coloured pencils. The box had
an appealing and accommodating look, almost like a
gift, with long green ribbons attached to small notes,
telling people what to do.
This discovery first of all made me question cocreation sessions, as AM changed her perception and
‘wishes’ after participation in the workshop.
Secondarily, it changed my research focus into how
the generative tools can be used not only as a language
for co-creation (Sanders, 2000) but as ‘a language for
self-dialogue and value clarification’ (Sørensen,
2011).
In the current research in a Danish bank participants
were offered generative tools as a language for selfdialogue and value clarification. While doing different
creative assignments participants reflected on their
deep and dominant values and created visual and
hand-made strategies for the future. On behalf of these
strongly self-persuasive strategies, they developed
new cognitive strategies in accordance with Manz &
Neck’s theory about “Though-Self-Leadership” (1992,
1999). A theory that relates to a relatively new finding
within cognitive science – that human beings can
change inappropriate beliefs and assumptions and thus
change thinking patterns and behaviour (Seligman,
1998).
Figure 1: The box with all the creative tasks – developed for this
specific research (Bonde Sørensen, 2011)
Later, participants were asked to make collages about
their perception and relationship to money and to
banks within different ‘time-framings’: the present,
the past and the future. These are generative
assignments that include a narrative perspective and
playing different roles. Finally, participants were
asked to make a personal statement in case they
wanted to change their perception and relationship to
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money. After approximately six weeks, when
participants came back for a follow-up interview, the
majority had changed their perception and behaviour
in relation to money.
The following paragraphs are extracts from the
creative session. This participant, ‘The Flying Lady’,
is a banking customer. She presents her collages,
which represent different time framings: the present,
the past, the desired future, the personal statement
followed by the participant´s reflections on her
participation in the workshop. The latter represents the
situation approximately six weeks after participation
in the workshop.
That’s where I am going.
A: Yes, I get it, and how do you get from A to B?
B: Well, that’s just it. I really hope I can do it. Here I
am (laughing) stuck at the river crossing, right at the
water’s edge. I am making a 5-year plan.
AN EXAMPLE FROM THE MONEYWORKSHOP:
‘THE FLYING LADY’
The Flying Lady is a customer in the bank. She is
around 50 years old. Here are her descriptions:
A: The interviewer
B: The Flying Lady
C: Another participant
Figure 3: Collage made by the Flying Lady describing her past
situation
DESCRIPTION OF PAST SITUATION
B: My childhood, briefly. My mother always had to
take the calls from the Credit Union, because we
needed a postponement of our payments; my father
went out and started digging at his little farmhouse
garden. That’s where all the extra money went. I wore
second-hand clothes, we never went on vacation, I
never had pocket money. That’s the baggage you
carry through life.
Figure 2: Collage made by the Flying Lady describing her present
situation
DESCRIPTION OF PRESENT SITUATION
B: This is me, and this is my financial advisor. I think
the place where we meet is kind of dull, but modern. It
gives an impression of security, guarantee, of balance,
there are certain fees... but they have to have their
salaries, too, right? Things are quiet and uneventful.
But in five years (she changes the collage)
... then things are more exciting. This is me and this is
my financial advisor. I think we need to draw in
nature somehow. Why cannot we sit in the park and
talk about money? But...lots of words. It doesn’t mean
that I am overpowering my financial advisor with
words. It means that I want more time to write. And I
am a methodical person. That’s why there are many
words and not so many pictures. I need to take a flight
of fancy, I need to realize some things, do you get it?
Figure 4: Collage made by the Flying Lady describing her desired
situation
DESCRIPTION OF DESIRED FUTURE SITUATION
So, this is where I would like to go, because, as I said
earlier on, I need freedom and space and I want to be
close to nature, be in contact with my senses, with my
thoughts and the space around me, so that I can get
new ideas, can move on and write what I want. I
thought the images of children with money say
something: It’s fun, but they don’t take it very
seriously. There are no pictures of grownups, they are
far too serious and insisting, I believe you should be
able to let go. I think money should be circulating for
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it to be fun. You don’t benefit much if it’s lying under
the pillow. Money must work, so that you can buy
freedom to do the fun stuff. Invest it in something that
benefits other people. I want freedom and reserves of
energy, which means that I need savings, so I can
manage if something collapses, but I don’t have...
A: So what you are saying is that people should have a
more relaxed attitude to money, is that it?
B: I think I have come a long way…it was my mother
who had to deal with all the unpleasant situations. I
guess I realized it was necessary to take things into
your own hands, also when it was not much fun. And I
believe that I have done that to a large extent. But I
would like to be able to view things from a more fun
perspective. I am still very focused and want things to
be in order. Maybe I need to let go and say, ”It’ll be
OK”. I have worked so I am now out of debt and I
have two children who are doing well on their own. I
could start relaxing a bit and open the dam over there
a little. But I don’t have the courage yet, I need to be
somewhere else.
A: How?
B: …this workshop four weeks ago made me take
action, I have to do something, I cannot just sit
passive and wait for someone to do something to ME’.
So I took three sick days and thought about my
situation. Then I went to Copenhagen where I had an
hour and a half sparring with an advisor in my union
about what I want my future job to be like…
B: I spent the three days off writing a 10-page spread
sheet outlining what I really wanted to do the rest of
my life. That was quite something…
A: That’s great to hear.
Like ‘The Flying Lady’ other participants also made
deeper reflections not only on their private economy,
but also on their life in general. However the majority
of the other participants (all in all 20 persons) were
more focused on changing only their perception and
money-behaviour – like this ‘50-a-day guy’, who
expressed his collage in this way: That’s what I would
like to be, a “Money-Man-JAZZ” – be more in charge.
A: But now you have the chance to make a personal
statement, if you want...
DEVELOPING A PERSONAL STATEMENT
Developing a personal statement is an assignment that
follows up on the previous assignments and ‘time
framings’. It is a generative assignment that offers
participants the opportunity to define or redefine their
role and personal goal.
In the first assignment, participants had already
reflected upon ways in which they would like the
future to be. In the second assignment, they might see
patterns from the past, but now they are offered the
possibility of taking action and becoming ‘the agent’,
they wish to be – ‘agent’ in the understanding, acting,
being in control, taking leadership.
In general people do not seem to reflect about their
dominant values in relation to money, instead people
often are quietly accepting their habitual ways of
thinking and acting. The MoneyWorkshop ends by
offering participants the possibility of making a
personal statement, which is a representation of the
imagined future ideal situation, that act as a basis for
the development of new mental strategies.
PARTICIPANTS REFLECTIONS ON THE
WORKSHOP
A: Well, it’s been a couple of weeks since we last met.
What did you do in the MoneyWorkshop?
B: I managed to transform my father’s last, defensive,
sad words ’Maybe I should have taken more chances
in my life’ to the forward-looking, positive: ”So fly,
goddammit” and that expression has been VERY
important for me the last few weeks.
Figure 4: The-50-a-day-guy´s illustration of his desired
future situation (Bonde Sørensen, 2011)
AN EXPLANATION OF THE DESIGN
PROCESS IN THE MONEYWORKSHOP
The pioneer of the concept of generative tools,
Elizabeth Sanders, argues: “We interpret what is
happening around us with reference to our past
experiences” (Sanders, 2001, 2), which can also be
referred to as mental mappings and/or metaphors.
More precisely, our beliefs and values shape the
stories we add to situations.
By changing core beliefs and altering the stories we
make up, we can slowly affect the deeper beliefs and
values we hold about ourselves, the world around us,
and our habitual ways of thinking and behaving. In
Paton & Dorst´s understanding of framing,
‘reframing’ refers to “building a new frame for
oneself, based on changing one’s view due to briefing
interactions – although it is acknowledged that
reframing can also occur as a result of reflection”, as
Paton & Dorst explain (2010, 318). In line with Paton
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& Dorst, Schön argues that the designer “understands
a situation by trying to change it, and considers the
resulting changes not as a defect of the experimental
method but as the essence of its success” (Schön,
1983, 151).
In the current research framing is one way of seeing a
situation; you can do several framings, finding new
ways of seeing a situation. Reframing is changing your
perception, which can include deeper self-reflection
about unreflective, or maybe underlying and
subconscious mental mappings and/or dominant
metaphors, and seeing the situation anew, just like the
participants in the MoneyWorkshop are urged to
reframe their current money situations into preferred
ones. They reframe themselves and/or their money
situations by doing design.
In the following section I will elaborate on design-asdoing, representations, graphics as cognitive tools and
the generative metaphor.
empathize with them. This way of knowing provides
tacit knowledge, i.e., knowledge that can’t readily be
expressed in words (Polanyi, 1983). Evoking people’s
dreams will show us how their future could change for
the better. It can reveal latent needs, i.e., needs not
recognizable until the future. (Sanders, E.B., 2001, 3).
Later Visser (2005) made an illustration (fig. 6),
which gives an overview of how different techniques
influence different types of knowledge in people. The
say-do-make approach includes the generative
sessions, which Sanders calls ‘a guided discovery
process’. Here the ‘make’ method enables creative
expression “by giving people ambiguous visual
stimuli to work with”. As Sanders claims: “When we
bring them through guided discovery and give them
the participatory make tools, we have set the stage for
them to express their own creative ideas” (Sanders).
DESIGN-AS-DOING AND REPRESENTATIONS
When ‘doing’ design representations are essential.
Representation of problems, solutions or situations is
important because it allows the designers to develop
their ideas in conversation with these representations,
in a reflective conversation with materials (Bamberger
& Schön, 1983). Designers externalise their thoughts
in all types of drawings, doodles, sketches etc.; they
talk with their sketches and have conversations with
representations. The sketches act not only as outputs,
but as important inputs to the thought process and
stimulate the act of framing and reframing a design
problem or situation.
This reflective conversation combined with the
ambiguity in the visuals is pivotal in the
MoneyWorkshop as it encourages framing and
reframing. Moreover these framings and reframings
are meant to question the underlying assumptions
which are rooted in mental models and/or metaphors
and this again seems to persuade participants to
change their habitual ways of thinking and behaving.
In her “say-do-make-approach” (2001) Sanders gives
an account for how different methods appeal to
different types of knowledge. She claims generative
sessions provides “tacit knowledge” and can reveal
“latent needs”. The say-do-make-approach is
elaborated in this way:
Listening to what people say tells us what they are
able to express in words (i.e., explicit knowledge). But
it only gives us what they want us to hear. Watching
what people do and seeing what they use provides us
with observable information (or observed experience).
But knowing what people say/think, do and use is not
enough (Sanders, 1992). Discovering what people
know helps us to communicate with them.
Understanding what they feel gives us the ability to
Figure 6: Different levels of knowledge are accessed by
different methods. (Sleeswijk Visser 2005)
This method of designing becomes a crucial
component in Thought-Self-Leadership that highly
stimulates the development of new personal strategies.
Below is an extract from an interview about the
participants´s reflections on the process:
…performing the tasks in the box was one long
process, where I got deeper and deeper into the
concept of ‘money’ and ‘finances’, first filling out the
postcards, choosing statements etc. I think these tasks
were necessary in order to make the final collages. In
these collages I felt I was able to express my
reflections and final statement; I found an outlet for
my frustration about my personal finances.
A: What happens when you look at those pictures?
Would it have been the same if I had interviewed you
and asked you to tell me about your relationship to
money also in your childhood?
C: It would have been very different, because we did
not create it. We really created this by cutting out the
pictures, by choosing the things that meant something
to US.
B: They somehow open some other doors in your
consciousness, than if you just had to answer a
question – you explore your own mind, I think.
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Can you describe what you meant when you said
earlier on that those pictures triggered something?
B: …it was a challenge to sit with those pictures and
try to find the best fit. It also went well with my idea of
putting more emphasis on play and my conclusion that
it has to be fun – let’s try and get something positive
out of it, what is it I want?... So it has been an
interesting journey, which has just started, and I don’t
know where it will take me.
C: That’s funny, when I went back to my childhood
and what had influenced me, I suddenly saw some
connections – I could see images and hear some
words. Well, your childhood really affects you a lot,
more than you think.
As the participants express, the visuals are crucial
elements. Graphics as cognitive tools play a central
role as described below.
GRAPHICS AS COGNITIVE TOOLS
Graphics can be considered cognitive tools, enhancing
and extending our brains and mental imaging. In his
book Visual Thinking in Design Colin Ware (2008)
provides guidance for designers on how to present
information, which aids the thinking process of their
audience. He refers to new scientific knowledge from
the discipline of human visual perception and
transforms this into concrete ideas. Ware explains that
we should understand perception as a dynamic
process, implied by the term “Active vision.” He
explains, “...we should think about graphic designs as
cognitive tools, enhancing and extending our brains.
Although we can to some extent form mental images
in our heads, we do much better when those images
are out in the world, on paper or computer…etc.,
which all help us to solve problems through the
process of visual thinking”. Ware claims, “we are
cognitive cyborgs in the Internet age in the sense that
we rely heavily on cognitive tools to amplify our
mental abilities” (Ware, 2008, ix). Neuroscientists
support the claim that humans think in images and
often in visual images rather than in words (Pinker,
1998, Damasio, 1999). Similarly Kazmierczak claims
“visual representations as revealing mental models,
rather than depicting what we see” (Kazmierczak,
2002,1).
The brain is most effective, Ware claims, when visual
and language modalities are combined, and he
continues his argument that the science of perception
must take design into account because the designed
world is changing people’s thinking patterns. He says:
“Designed tools can change how people think”
(2008,181). Mental images are internalized active
processes; much as our inner dialogue is internalized,
visual imagery is based on the internalized activities
of seeing. Ware explains:
but the constructive internalization of mental imagery
is a skill that is more specialized. Experienced
designers will internalize the dialogue with paper,
others who do not use sketching as a design tool, will
not (2008,152).
Thus the visual images help participants in the
MoneyWorkshop to generate mental images or even,
as Kazmierczak claims, reveal mental models.
Similarly Ronald A. Finke, Thomas B. Ward and
Steven M. Smith in their books Creative Cognition
and Creativity and the Mind (1992, 1995) attempt to
identify the specific cognitive processes and structures
that contribute to creative acts and products. In their
model: ‘The Geneplore Model’ mental imagery is a
core concept that enhances creativity. Mental imagery
is linked to different cognitive notions.
Another central element related to visuals is
metaphors and generative metaphors that are
paramount in this way of working with the collages.
THE GENERATIVE METAPHOR
In his theory about the generative metaphor Schön
(1993) distinguishes between two different traditions
associated with the notion of a metaphor. The first one
“treats metaphors as central to the task of accounting
for our perspectives on the world: how we think about
things, make sense of reality, and set the problems we
later try to solve”. In this sense “metaphor” refers both
to a certain kind of product – a perspective or frame, a
way of looking at things – and to a certain kind of
process by which new perspectives on the world come
into existence. In this tradition metaphorical
expressions like “Man is a wolf” are significant only
as symptoms of a particular kind of seeing, such as the
“meta-pherien” or “carrying over” of the frames or
perspectives from one domain of experience to
another. This is the process Schön calls “generative
metaphor” (Schön, 1993, 137).
Both meanings of metaphor are present in the
collages. Both AM and ‘The Flying Lady’ and other
participants often use metaphors in their description of
their situations. They use metaphors in order to
describe their situations, “money flying out the
window”, “burying
my
head
in
the
sand” etc.
Another participant used this expression to his collage
(figure 4): That’s what I would like to be, a “MoneyMan-JAZZ” – be more in charge…Here “the MoneyMan-Jazz” clearly is a generative metaphor, meaning
‘being in control’. The generative metaphors move the
frame into a new one and thus the use of metaphor
acts as a reframing of the participant’s relationship to
money (Schön, 1993).
Everyone uses internalized speech as a thinking tool
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Figure 4: The-50-a-day-guy´s illustration of his desired
future situation (Bonde Sørensen, 2011)
Thus the design process and mechanisms of the
MoneyWorkshop relate to the design activities
‘framing’, ‘reframing’ and ‘design as doing’. There is,
however, a significant factor, the personal statement,
which contributes to the act of designing for personal
mental strategies in line with the ideas expressed in
Thought Self-Leadership.
DESIGNING FOR NEW PERSONAL
STRATEGIES AND SELF-LEADERSHIP
The process of the MoneyWorkshop described above
echoes Manz & Neck´s idea about Thought SelfLeadership. Self-Leadership was originally applied to
organisations, developed with the purpose of
improving employees’ performance. Self-leadership
seeks to appeal to an individual´s inner motivation, as
Neck & Houghton explain: “Self-leadership is a selfinfluence process through which people achieve the
self-direction and self-motivation necessary to
perform” (Neck & Houghton, 2006).
Thought Self-Leadership consists of specific
behavioural and cognitive strategies designed “to
positively influence personal effectiveness”. The
underlying premise is that people can influence or
control their own thoughts through the application of
specific, cognitive strategies and ultimately impact
individual and organisational performance (Manz and
Neck, 1991).
Neck and Manz´s theory about Thought SelfLeadership addresses the effect of self-talk and mental
imagery on performance and claims that people can
influence or lead themselves “by controlling their own
thought through the application of specific cognitive
strategies which focus on self-verbalisations and
mental imagery” (Neck & Manz, 1992, 696).
In their article “Thought Self-Leadership: The
Influence of Self-Talk and Mental Imagery on
Performance” Manz and Neck (1992) give an outline
of how cognitive strategies can change dysfunctional
beliefs and assumptions and thus improve thinking
patterns and performance. Mental imagery and selftalk are key concepts in these strategies, the authors
argue. Whenever we imagine ourselves performing an
action in the absence of physical practice, we use
‘imagery’, the formation of mental images defined as
”The mental invention or recreation of an experience
which, in at least some respects, resembles the
experience of actually perceiving an object or an
event, either in conjunction with, or, in the absence of,
direct sensory stimulation” (Finke, 1989 in Neck and
Manz, 1992, 684). Similarly Manz explains mental
imagery as follows: “We can create and, in essence,
symbolically experience imagined results of our
behaviour before we actually perform” (Manz, 1992,
75). From these views, mental imagery refers to
imagining a successful performance of the task before
it is actually completed. Weick's concept of 'future
perfect thinking' provides a parallel argument when he
states ”...If an event is projected and thought of as
already accomplished, it can be more easily analysed”
(Weick, 1979, 199).
Self-talk and mental imagery have been examined and
tested in various disciplines including sports
psychology, counselling psychology, clinical
psychology, communication, and education (Manz &
Neck, 1992, 682) and refer to Seligman’s statement:
One of the most significant findings in psychology in
the last twenty years is that individuals can choose the
way they think (Seligman, 1991).
According to Godwin, Neck and Houghton (1999)
TSL cognitive strategies include the self-management
of:
Beliefs and assumptions (the elimination or
alteration of distorted individual beliefs that
form the basis of dysfunctional thought
processes
Self-dialogue
ourselves)
(what
we
covertly
tell
Mental imagery (the creation and, in essence,
symbolic experience of imagined results of
our behaviour before we actually perform)
(Manz, 1992)
The figure below illustrates, in simple form, the
relationship between what Manz calls ‘self-leadership
components’ and goal performance. As outlined in the
former paragraphs visuals stimulate and even reveal
mental models (Kasmierzcak), and metaphors can
make participants reframe their situation (Schön).
Doing design includes reflections with materials – all
activities that have the capability to challenge and
even change mental imagery, beliefs and assumptions.
Thus, the MoneyWorkshop is an example of ThoughtSelf-Leadership stimulated by both the ambiguity of
the visuals and the ‘making’ process. Hence this
method of designing becomes a crucial component in
Thought-Self-Leadership that stimulates the
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development of new personal inner strategies.
Figure 6: Simplistic rendering of the relationship between ThoughtSelf-Leadership components and individual goal performance
(Manz, 1999)
TOPICALITY AND FUTURE POSSIBILITIES
In this final section my intention is to bring a
discussion and a conclusion on topicality and future
possibilities in relation to designing for selfleadership. The discussion is merging different
perspectives: 1) a rhetorical perspective, which
discusses the effect of co-creation. 2) an ethical
perspective on taking responsibility and 3) an
ideological perspective on designers role and
responsibility when designing. Finally, I will bring a
conclusion on how this current design project is
moving generative tools into a radical new direction.
This research is not about co-creation and
empowerment. This is about designing for selfleadership and about how humans can become selfleading in accordance with the current change in the
human conditions.
Co-creation reminds us of the changing roles among
customers from being part of ‘the market’ to
becoming increasingly active and part of the value
creation process in organisations (Norman, 2001)
(Prahalad & Ramaswarmy, 2004).
Adding a rhetorical perspective, the effect of cocreation can be considered an art ‘constitutive
rhetoric’ (Charland, 1987). The central point in
constitutive rhetoric is the audience being constituted
in new subject positions, here as ‘co-creators’, ‘drivers
of innovation’, ‘creative people’, ‘experts’ etc.
According to Charland (1987) the crucial point in
constitutive rhetoric is the audience ‘claiming its
rights’ on behalf of this constitution. This raises the
question: Will customers claim their rights as
‘creative’ ‘co-creators’, ‘empowered’ people? An
additional question is: What kind of customers, users
or in particular citizens are we ‘producing’ through
our practices within participatory design, user-driven
innovation, co-creation, and ‘the people, we are
serving’? (Sanders, 2006). I am aware that Sanders
has found inspiration in Illich and his theory about
“The Convivial Tools” (1973), in which he claims
people need convivial tools rather than industrial
tools. According to Illich the convivial tools allow
users to “invest with their meaning”, whereas the
industrial tools “destroy” people’s creativity.
In that sense I agree that we need design that ‘serves’,
or rather ‘appeals to’ the creativity in people and also
to some degree comply with the needs of users. But in
general I wonder if the enormous focus on customers
as ‘experts’, ‘drivers of innovation’, ‘co-creators’ e.g.
together with an understanding of design as something
that ‘serves’ people’, leaves customers in a complex
‘expert-and-being-served’ role, focused on own needs.
How do these approaches affect people as citizens?
Are we as citizens becoming increasingly demanding
rather than self-leading and responsible?
In terms of banking service, some crucial questions
are emerging, such as: Who is in charge of your
finances? and Who is to blame if you are
overspending? The focus of this research has been to
demonstrate how problems or situations can always be
approached in different ways and viewed from
different framings. In the case of AM, the question
arises: Who is to blame for AM´s overspending? In
the first co-creation session AM herself (indirectly)
blamed her financial advisor for her overspending; she
was dissatisfied with her financial advisor, as he had
not helped her set up a budget, she felt ignored and
‘just like a number’ in the bank.
Ann Heberlein, professor of ethics argues in her book
It was not my fault – the art of taking responsibility
(2008) that there is a massive shirking of
responsibility taking place these days. She argues:
They are all over, people who refuse to take
responsibility. People who always succeed in finding
someone or something to blame, if not society, the
boss, the parents, then McDonalds, the tobacco
industry or the bank. (2008)
Instead Heberlein advocates a message about having
respect for oneself and taking on responsibility for
oneself. She gives the example: Alcoholics
Anonymous (AA) never talk about ‘having’ a
recurrence. Instead they say: You ‘take’ a recurrence.
The difference between the two words can seem small,
but it is actually enormous, Heberlein argues. The guy
who ‘has’ a recurrence, is hit, he is innocent, helpless,
a victim and thus without responsibility. The guy who
‘takes’ a recurrence is active, he chooses, he acts, he
does. The guy who ‘takes’ a recurrence is responsible
and capable of choosing, although this time he has
made a bad choice.
Reverting to the banking service, the different
framings and different roles and the question of who is
to blame for AM´s overspending, what would an
appropriate ‘service’ for AM look like? There
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generally are two possibilities:
act…(Buchanan, 2007)
One in which the bank or financial advisor ‘take over’.
The financial advisor will presumably act as an
authority and confiscate you credit card or he/she will
examine and calculate all your expenses and
purchases, make budgets etc. (like the famous Danish
TV series: The Luxury Trap). The other solution treats
you as a responsible human being and has the
underlying assumption that you are capable of
managing your own affairs. Of course you can ask for
help or learn how to do things, and of course the
business is focused on making the products and
services transparent and accessible. But the final
responsibility rests with you.
In the field of participatory design and co-creation, a
new need for value clarification prior to co-creation
may arise. In the example from this research a young
girl stated that she wanted to change to another bank
and have a financial advisor who could help her set up
a budget and help her gain control over her money;
However, after the workshop, she changed her
behaviour and the wish she had stated in the workshop
changed accordingly. Therefore value clarification
might be an interesting activity prior to the cocreation of values.
Being asked to describe your money situations in the
MoneyWorshop particularly the young participants
often referred to their bank or financial advisor as ‘a
co-agent’, which means they didn’t feel like agents
(the person in charge) themselves, which I found quite
astonishing! If these people were to co-create new
banking services, what would they look like? The
starting point would most likely be the situation as it is
now, the current contex, (like AM and other
participants, who in the first workshop asked for
‘quick and easy’ solutions, like changing bank e.g.)
and they would ask for ‘services’ that would make it
‘easier to manage their money’, but probably without
them having to take responsibility, without becoming
‘agents’? Or would they ask for self-leadership in
banking service?
In an introductory conference call to the conference
“Who designs design? Practice, theory and history of
participatory design” (DGTF, 2011) in Gmünd, the
issues of interest were presented:
…the participatory design approach is confronted
with the accusation of being based on an idealized,
occasionally unreflective understanding of democracy
and social participation…
Professor Ove Korsgaard (2010) argues the media
these days is worshiping the individual, who steps
forward on the scene reaching for his or her own
success, whereas we seldom hear about those who
take a step back for our common good (-which
reminds of the 20 January 1961 when President John
F. Kennedy made the famous statement “…ask not
what your country can do for you; ask what you can
do for your country.)
With these thought I would like to put emphasize on
the crucial power when designing services, for
example financial services. We need to create designs
that make people act as agents, as Buchanan argues on
the Emergence conference 2007 on service design:
…give them [people] in some way the capability of
acting. To become agents, and not passive. That in
some way, service activates people. In some way it
gives them power…It may be an ideal of service
design to give up control and let other people
In the current research, I moreover argue that
generative tools can be a language for self-dialogue
and value clarification aimed at the creativity of the
individual – that means this research moves generative
tools into a radical new direction.
I have proved the hypothesis that people actually can
change their thinking patterns including
‘inappropriate’ beliefs and assumptions by design and
designing. In the “MoneyWorkshop” customers and
potential customers are offered generative tools,
designed to guide people through different time
framings. In this process unconscious and dominant
metaphors are often revealed, which makes it possible
for people to ‘reframe’ themselves and their
understanding here of money and private economy.
The workings of the MoneyWorkshop is explained as
“Thought-Self-Leadership” (Manz & Neck,1992).
The majority of the participants changed their
perception and behaviour. They reported feeling
empowered as they were now agents in their own lives
and acting in accordance with their values. In the
workshop they appreciated nobody was talking to
them, but instead they were stimulated to talk to
themselves and reflect upon deeper values.
The MoneyWorkshop represents a new type of service
in which the central idea is the “Self-Leading
Customer” (Bonde Sørensen, 2011) – a new customer
type who is interested in taking control and becoming
‘a conscious customer’. As we become more and more
aware of the possibility of changing our thinking
patterns, an increasing interest and demand for
methods and languages for personal reflection and
value clarification is likely to arise.
Designing for self-leadership meet with an increasing
need for identifying our personal values and ‘voices’
and becoming self-leading (Covey, 2005, Druckert,
2000). This aligns with the recent discovery within
cognition and neuroscience, that we actually can
change inappropriate thinking patterns and habitual
ways of acting (Manz & Neck, (1992, 1999),
Seligman, (1998), Damasio (1999) (Pinker, 1999).
In a broader perspective, the human conditions are
changing radically these days which is why leadership
and in particular self-leadership is topical as Peter
Drucker (2000) argues the biggest changes right now
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are within the human conditions
"…For the first time - literally - substantial and
rapidly growing numbers of people have choices. For
the first time, they will have to manage themselves…”
Similarily Stephen Covey (2005) argues the human
conditions are changing and that humans must find
their inner “voices”, inner values and lead themselves.
In the perspective of these changing conditions, I
consider this making-language can be applied in
various domains and lead to the “self-leading patient”,
“the self-leading entrepreneur”, “the self-leading
citizen”. Designing is finally becoming a liberal art.
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Reflective Conversation with Materials: Notes
from Work in Progress. Art Education. Vol. 36,
No. 2, Art and the Mind, pp. 68-73. Published by:
National Art Education Association.
Berger, W. (2009) Glimmer: How Design Can
Transform Your Life, and Maybe Even the World.
Penguin Press HC.
Buchanan, R. (2007) Keynote at Emergence 2007 –
exploring the boundaries of service design.
September 7-9 Pittsburg 2007.
Charland, M. (1987) Constitutive rhetoric: The case of
the peuple québécois in Quarterly Journal of
Speech. Volume 73, Issue 2, 1987.
Covey, S. (2005) Den 8. Vane. Schultz Forlag 2005
Damasio, A. (1999) The Feeling of What Happens:
Body and Emotion in the Making of
Consciousness, Harcourt.
Druckert, P. (2000) “Managing Knowledge Means
Managing Onself” in Leader to Leader 16, s. 8-10.
Finke, R.A., Ward, T.B. and Smith, S.M. (1996)
Creative Cognition Theory, Research, and
Applications. A Bradford Book.
Finke, R.A., Ward, T.B. and Smith, S.M. (1995) .
Creativity and the Mind. Basic Books.
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kunsten at tage ansvar. Schönberg.
Kazmierczak, E. (2002). Visual representations as
revealing mental models. International Congress of
the German Association for Semiotic Studies:
Body, Embodiment, Disembodiment, Kassel, 2002
Neck, C. P., Neck, H.M., Manz, C.C., Godwin, J.
(1999). I think I Can, I think I Can - A SelfLeadership Perspective toward Enhancing
Entrepreneur Thought Patterns, Self-Efficacy and
Performance. Journal of Managerial Psychology
14, No 6, 477-501.
Neck, C. P. & Manz, C.C. (1992). Thought SelfLeadership: The Influence of Self- Talk and
Mental Imagery on Performance. Journal of
Organizational Behavior Vol. 13, No. 7, 681-699.
Norman, R. (2001) Reframing Business: When the Map
Changes the Landscape. Wiley.
Paton, B. & Dorst, K. (2010). Briefing and Reframing.
DTRS8 - Proceedings of the 8th Design Thinking
Research Symposium (DTRS8),
Oct. 2010,University of Technology, Sydney.
Pinker, S. (1998). How the Mind Works. W. W. Norton
& Company (January 1, 1999) .
Polanyi, M. (1983) The tacit dimension, Gloucester,
Mass., Peter Smith 1983.
Prahalad, C.K., & Ramaswamy, V. (2004) Co-creation
Experiences. Journal of Interactive Marketing,
18(3), 5-14.
C. K. & Ramaswamy, V. (2004) The Future of
Competition: Co-Creating Unique Value With
Customers. Harvard Business Review Press. .
Sanders, E. B.-N. (2000). Generative Tools for CoDesigning. Collaborative Design. B. A. W.
Scrivener, Springer-Verlag London Limited.
Sanders, E. B.-N. (2001) Virtuosos of the experience
domain. In Proceedings of the 2001 IDSA
Education Conference.
Sanders, E. B.-N. (2006). Scaffold for Building
Everyday Creativity. Design for effective
communications: Creating context for clarity and
meaning. J. Frascara. New York, Allworth Press.
Sanders, E. B.-N. (2008). An Evolving Map of Design
Practice and Design Research. Vol., DOI
Sanders, E. B.-N. & Stappers, P.J. (2008). Co-creation
and the New Landscapes of Design. CoDesign,
Taylor & Francis marts 2008.
Seligman, M. E. P. (1998) Learned Optimism: How to
Change Your Mind and Your Life. New York:
Alfred A. Knopf.
Schön, D. A. (1983) The Reflective Practitioner: How
Professionals Think in Action. London: Basic
Books Inc.
Schön, D. A. (1993). Generative metaphor: A
perspective on problem-setting in social policy. In
Metaphor and Thought. A. Ortony, Cambridge
University Press.
Sorensen, K.B. (2011) When Designing Emerges Into
Strategies – in an Organization and in Individuals.
Ph.D. Thesis, Kolding School of Design, 2011.
Visser, F. S. (2009) Bringing the everyday life of people
into design. Doctoral thesis TU Delft.
Waks, L.J (2001) Donald Schon’s Philosophy of Design
and Design Education. International Journal of
Technology and Design Education 11, 37–51,
2001. 2001 Kluwer Academic Publishers.
Ware, C. (2008) Visual Thinking: for Design. Morgan
Kaufmann.
The paper includes passages from my Ph.D. thesis:
“When Designing Emerges into Strategies – in an
organisation and in individuals” (Sørensen, 2011)
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DEMONSTRATING COLOR
TRANSITIONS OF LEUCO DYE-BASED
THERMOCHROMIC INKS AS A
TEACHING APPROACH IN TEXTILE
AND FASHION DESIGN
MARJAN KOOROSHNIA
THE
SWEDISH
SCHOOL
OF
TEXTILES,
UNIVERSITY OF BORÅS, BORÅS, SWEDEN
MARJAN.KOOROSHNIA@HB.SE
ABSTRACT
fundamental role in the design process, the creation
and the development of dynamic patterns.
Although there are a lot of interest concerning the
use of leuco dye-based thermochromic inks in
INTRODUCTION
Textile and Fashion Design, there is still a lack of
Nowadays by entering leuco dye-based thermochromic
inks into the textile and fashion design area, new type of
challenges appear in order to use thermochromic inks
effectively in design process. Albers (1975) proposes an
approach to studying color and of teaching color based
on learning by direct perception, and not by theories or
color systems. Collis and Wilson (2012) discuss an
investigation in how to deal with color accuracy in
digital-printed textiles while there is dearth information
about how textile digital printing is being used in textile.
However, the approaches provides profound insight
about how to use colors in different contexts, and how
to match color and media but they are not adequate to
apply to studying and of teaching Leuco dye-based
thermochromic inks that are dynamic colors, and not
static. Studying leuco dye-based thermochromic inks is
mainly about color transition, so when I was asked to
hold the thermochromic workshop I decided to plan my
workshop based on notion of learning by doing (Drew,
2004), motivational framework (Wlodkowaski, 1999),
and adopt it to my own way of thinking about planning
(Ginsberg & Wlodkowski, 2009) to help students
achieve a better understanding of the behavior of leuco
dye-based thermochromic inks at various temperatures.
This paper aims to share a systematic approach for
teaching
the
behavior
of
leuco
dye-based
thermochromic inks to students in Textile and Fashion
Design. It has focus on demonstrating the color
changing process to facilitate the understanding and
designing of dynamic surface-patterns at different
temperatures. The approach introduces printed color
swatches, explains what printed color-swatches are, and
teaching approach to help students arrive at a better
understanding of the color transitions of leuco dye
thermochromic inks. This paper aims to share a
systematic approach for teaching the behavior of
leuco dye-based thermochromic inks to students in
Textile and Fashion Design. Printed colorswatches and exercises were used as the central
part of the approach. Through the approach it was
described what printed color-swatches were and
how to use them effectively to make color
transitions understandable. The approach has been
applied in several workshops at both Bachelor and
Master level. The samples made by the students in
the exercises clearly revealed that the approach
created opportunities for students to craft an
understanding of using leuco dye thermochromic
inks through experimentation and individual
exploration. Ultimately, this approach plays a
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discusses how they can be used in a workshop on Leuco
dye-based thermochromic inks. It also describes how to
use printed color-swatches to effectively demonstrate
the color transition of the ink.
Leuco dye-based thermochromic inks are formulated to
change color at temperatures ranging from -15°C to
60°C. The temperature at which the ink changes color
can be chosen when it is ordered (Chromazone,
accessed April. 2013).
THERMOCHROMIC INK
Thermochromic inks constitute one of the major groups
of color-changing inks. Developed in the 1970’s, these
inks are temperature sensitive compounds that
temporarily change color with exposure to heat.
Bamfield and Hutchings (2010) describe thermochromic
ink as consisting of two major types of thermochromic
inks: liquid crystals and leuco dyes. Because liquid
crystals are more sensitive to temperature changes than
leuco dyes and require highly specialized printing
techniques, they are considered difficult to work with.
Leuco dyes are more easily handled and are used more
frequently in screen-printing. They can be found in a
variety of products, such as textile applications, color
changing T-shirts (which were in high demand at the
beginning of the 1990s), interactive plastic baby-safety
feeding-spoons, coffee mugs, and toys. They are
suitable for use in general indicators that display
approximate temperatures such as cool, warm and hot.
LEUCO DYE-BASED THERMOCHROMIC INKS
Bamfield and Hutchings (2010) define leuco dye-based
thermochromic inks as colored in a non-heated state
(below their activation temperature) and become clear
or slightly colored in a heated state (above their
activation temperature). Also, they are usually blended
with other pigments (non-heat sensitive pigments),
allowing them to change from one color to another.
STRUCTURE OF LEUCO DYES
Structure of leuco dye based thermochromic ink is
described by Bamfield and Hutchings (2010) as
consisting of a color-former and a color-developer
dissolved in a solvent, together making up the
thermochromic composite. The composite is then
microencapsulated in a protective coating to protect the
content from undesired effects caused by the
environment. In a non-heated state, the composite
remains in solid form and the color-former adopts its
colored form. When in a heated state, the solvent melts
and the interaction between the solvent and the colorformer destroys the composite, thus causing the colorformer to adopt its colorless form. The activation
temperature is defined by the temperature at which the
solvent changes from solid to liquid state.
AVAILABLE TEMPERATURE OF LEUCO DYE
PROPERTIES OF LEUCO DYES
Leuco dye-based thermochromic inks are produced to
be reversible or irreversible. Reversible inks change
from a colored state to a clear or slightly colored state as
a result of increasing the temperature to above the
activation temperature of the ink. The color returns
upon cooling. This procedure may be repeated over a
long period of time. Irreversible inks are invisible until
they are exposed to high temperatures, at which time
they change from a clear state to a colored state. This
change in color is permanent, which means that once the
change from clear to colored state has occurred, it will
not revert. Kulcar states that irreversible inks normally
begin color transition at 65°C and complete the
transition at 90°C.
In addition, a wide range of leuco dye-based
thermochromic inks are available, such as solventbased, water-based, UV cured, epoxy, etc., and are used
for printing on textiles, plastic, paper and metal (Kulcar
et all 2012).
COLOR BACKGROUND
Leuco dye-based thermochromic inks must be printed
over a light background. If they are printed on a
background color other than white, the background
color will influence the color of the ink in both the nonheated and heated state: e.g. a blue ink printed over a
yellow background will change from green to yellow
when heated.
COLOR OF THE INK
Leuco dye-based thermochromic inks can be produced
in most colors, except for white. The most common
colors are magenta, black, blue, turquoise and orange
with good intensity.
STRUCTURE OF THE METHOD
Before starting work with leuco dye-based
thermochromic inks, it is essential to be aware about the
following factors: the ambient temperature (non-heated
state of e.g. the printing lab), temperature sensitivity of
the inks, and the properties of the inks. The ambient
temperature at the printing lab at the Swedish School of
Textiles at the University of Borås, where this study was
carried out, was 20°C. The temperature sensitivity of the
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chosen inks was 27°C1 and 15°C2. The inks were
reversible and water-based. The most desirable printing
effect would be achieved on cellulosic fabric. White
plain cotton-weaved fabric was used as a background.
The size of the silk-screen mesh was 43 threads per
centimeter. In addition, the thermochromic inks had to
be mixed with binder in order to attach the ink to the
fabric. In addition, binder is defined as “the chemicals,
which have the ability of forming a three-dimensional
film used to hold the pigment particles in place on the
surface of a textile substrate” (China Tianyu Nickel
Screen CO., accessed April. 2013). In this paper, binder
name is acrylic-based extender.
Leuco dye-based thermochromic inks, like other
pigment printing pastes, require certain equipment, such
as a textile lab with high-tech temperature testing
capacity. I did not have a proper chamber, so I made
color-samples with the chosen leuco dye-based
thermochromic inks. The samples were then measured
with a spectrophotometer at three different
temperatures: at the ambient temperature (20°C), after
heating (up to 30°C or above), and after cooling (down
to 5°C or below). These measurements were then
followed by creating printed color-swatches with the
produced databases, using the textile pigment printing
pastes. As a result, the color-swatches I produced made
it possible for me to demonstrate the color changing of
leuco dye-based thermochromic inks at different
temperatures (see Figure 1). In addition, scanned images
of printed color-swatches were used to support the
figures.
based extender, hand screen-printed on the chosen
fabric, and then placed on the right side of thermometer.
The same recipe was used for the black, magenta,
turquoise and orange inks. The prints displayed the
following colors at ambient temperature (20°C): light
blue (14-4214 TCX)3, light black (17-0613 TCX),
magenta (17-2520 TCX), blue green (14-4811 TCX)
and light orange (15-1435 TCX). Colors’ name and
color-coding were used to convey information quickly
for reader, as well as to facilities understanding of visual
display (cf. Green, 2010).
The blue and red inks with activation temperature 15°C
were screen-printed on the chosen fabric with the same
recipe and method, and then placed on the left side of
thermometer. The prints displayed the following colors
at ambient temperature (20°C): white with a blue tint
(11-4604 TCX) for the blue ink and white with a pink
tint (11-1005 TCX) for the red ink (see in Figure2).
Figure 1. shows color-swatches made with textile pigment pastes to
demonstrate the varying colors of leuco dye-based thermochromic
inks at different temperatures.
HOW TO TEACH ACCORDING TO THE APPROCH
A printed thermometer was placed on the table of the
printing lab in order to illustrate the ambient
temperature. The ambient temperature was showing
20°C. Three grams of blue ink with activation
temperature 27°C was mixed with 97 grams of acrylic1
2
3
Although, there are more accurate color systems such as lab, L*a*b*, this
paper has chosen PANTONA due to the accurate color is not important in this
approach, and textile designers use more PANTONA or NSS in design process
rather than color measurement. Printed colour-swatches were compared with
PANTONE in order to give the reader a better picture of the colors achieved.
Zenit company in Sweden
B&H Colour Changing Company in England.
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Figure 2. shows how the effect of printed fabrics produced by the
mixture of 3gr of ink with activation temperatures 15°C and 27°C
with 97gr of extender look like at ambient temperature (20°). From
bottom to top: the effect of mixing 3 grams of the blue and the red
inks with activation temperature 15°C and 97 grams of extender and
the effect of mixing 3 grams of the blue, black, magenta, turquoise
and orange inks with activation temperature 27°C and 97 grams of
extender at ambient temperature (20°)
The temperature was then increased to 30°C or above.
The effect of heating the fabrics printed with blue,
black, magenta, turquoise and orange inks with
activation temperature 27°C was, for both blue and
black ink, white with a yellow tint (11-4301 TCX),
white with a pink tint (11-2409 TCX) for the magenta
ink, for the turquoise ink it was white with a yellow tint
(12-1009 TCX), and for the orange ink it was white
with a yellow tint (11-0603 TCX).
The effect of heating the fabrics printed with blue and
red inks with activation temperature 15°C were white
with a yellow tint (11-4604 TCX) for the blue ink and
for the red ink it was white with a pink tint (11-2309
TCX) (see Figure 3).
The first result is that by increasing the temperature to a
level equal to or above the activation temperature of the
ink, the reversible leuco dye-based thermochromic ink
always changes from a colored state to a clear or
slightly colored state.
Four grams of yellow textile pigment printing paste (140756 TCX) was mixed with each of the leuco dye-based
inks (blue, black, magenta, turquoise and orange) with
activation temperature 27°C, screen-printed on the
chosen fabric, and then placed on the right side of
thermometer. At the ambient temperature (20°C), the
prints made with the mixture of inks and yellow
pigment paste displayed the following colors: greenochre (16-0540 TCX), gray-ochre (16-0540 TCX),
reddish-brown (16-1350 TCX), greenish-yellow (150343 TCX) and orange (15-1157 TCX).
The same recipe and method was used to mix the blue
and red inks with activation temperature of 15°C with
the yellow textile pigment paste, and then placed on the
left side of thermometer. The colors displayed by the
prints at the ambient temperature (20°C) were a light
greenish-yellow (11-0620 TCX) for the blue ink and for
the red ink it was a light pinkish-yellow (12-0721 TCX)
(see Figure 4).
Figure 3. shows (from bottom to top) how the effect of heating the
printed fabric produced by the blue and red inks with activation
temperature 15°C and the blue, black, magenta, turquoise and orange
inks with activation temperature 27°C look like at 30°C compered
with the one at 20°C.
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Figure 4. shows how the effect of printed fabrics produced by the
mixture of ink with activation temperatures 15°C and 27°C with
yellow textile pigment paste look like at ambient temperature (20°).
From bottom to top: the result of mixing the blue and red inks with
activation temperature 15°c and blue, black, magenta, turquoise and
orange inks with activation temperature 27°C and the yellow textile
pigment paste at ambient temperature (20°).
The temperature was then increased to 30°C or above.
The result of heating the fabric printed with the inks
with activation temperatures 27°C and 15°C were colors
identical to the mixed yellow pigment paste, only
slightly lighter (12-0752 TCX) (see Figure 5).
Figure 5. shows how the effect of heating the printed fabric produced
by the inks with activation temperatures 15°C and 27°C look like
compered with the one at 20°C. The effect of heating (at 30°C) the
fabrics printed with the mixture of the inks with activation
temperatures 27°C and 15°C with yellow textile pigment paste was
identical to the mixed yellow pigment paste, just slightly lighter.
The second result is that by increasing the temperature
to a level equal to or above the activation temperature
of the ink, the color of the mixture of reversible leuco
dye-based thermochromic ink and textile pigment paste
always changes to the color of the mixed pigment paste,
only slightly lighter.
When the activation temperature of the ink is lower than
the ambient temperature, we may produce an additional
color transition by cooling the printed fabric. Both
groups of printed fabrics (produced by the inks alone
and also by the mixture of inks and yellow textile
pigment paste) were shown at 5°C. The result of cooling
the fabrics printed with the inks with activation
temperature 27°C was colors identical to those
displayed at ambient temperature (20°C). However,
cooling the fabrics printed with the blue and red inks
with activation temperature 15°C produced the colors
dark blue (18-4045 TCX) and dark red (15-1920 TCX)
(see Figure 6).
Figure 6. shows how the effect of cooling the printed fabrics produced
by the inks with activation temperatures 15°C and 27°C look like
compered with the one at 20°C. The effect of cooling the fabrics
printed with the inks with activation temperature 27°C was identical to
those displayed at ambient temperature (20°C). However, cooling the
fabrics printed with the blue and red inks with activation temperature
15°C produced the dark blue and dark red.
The third result is that by decreasing the temperature to
a level equal to or lower than the activation
temperature of the ink, the ink will display its actual
color.
Following, the colors displayed when cooling the
fabrics printed with the mixture of inks with activation
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temperature 27°C and the yellow textile pigment paste
were identical to those displayed at the ambient
temperature (20°C). However, the fabrics printed with
the blue and red inks with activation temperature 15°C
became dark bluish-green (17-5111 TCX) and light
reddish-yellow (16-1632 TCX) (see Figure 7).
Exercises
Deep learning was the central part of this approach.
Therefore, a good strategy for creating and managing a
high quality workshop environment was essential
(Ginsberg, M.B. & Wlodkowski, 2009). My strategy
was to give students exercises in order to experience the
content. The exercises engaged the students in their
design process. I started them off with easy exercises
and followed up with increasingly challenging ones.
At the Swedish School of Textiles, University of Borås,
thermochromic workshops are one part of the dyeing
and printing course. The students were asked to bring
two silk-screen frames (frame No.1 and frame No.2) on
which the patterns were already exposed.
The first exercise was to work with leuco dye-based
thermochromic inks with activation temperature 27°C.
The white plain cotton-weaved fabric was given to the
students. The students were then instructed to choose
one warm color and one cold color from among the inks
of an activation temperature of 27°C and then mix 3
grams of the chosen inks with 97 grams of the extender.
They overprinted one of the patterns (frame No.1) with
the chosen cold color and the other one (frame No.2)
with the chosen warm color. In addition, in all exercises,
they were required to wait until the printed fabrics were
dry. Afterward, they heated up their printed fabrics to
30°C using a hair dryer or a heating pad in order to
examine and observe the first result at the previous
section (see Figure 8).
Figure 7. shows how the effect of cooling the printed fabrics produced
by the inks with activation temperatures 15°C and 27°C look like
compered with the one at 20°C. The effect of cooling the fabrics
printed with the mixture of inks with activation temperatures of 27°C
and 15°C and the yellow textile pigment paste. The effect of cooling
the fabrics printed by the inks with activation temperature 27°C and
yellow pigment was identical to those displayed at ambient
temperature (20°C). However, cooling the fabrics printed with the
blue and red inks with activation temperature 15°C and yellow
pigment produced another color which is the actual color of the
mixture.
The forth result is that by decreasing the temperature to
a level equal to or lower than the activation
temperature of the ink, the mixture of reversible leuco
dye-based thermochromic ink and textile pigment
printing paste always changes color to the actual color
of the mixture.
Figure 8. From top to bottom: sample of prints made with the
turquoise and magenta inks with activation temperature 27°C at
ambient temperature (20°C) and the effect of heating the printed
fabric. Work by Bachelor Student Cecilia Krook, thermochromic
workshop, 2012.
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The second exercise was to work with the inks with
activation temperature 15°C. The students were
instructed to choose only one color of ink, either warm
or cold. Two different recipes were given to them. One
recipe was to mix 3 grams of the chosen ink with 97
grams of the extender (the first recipe) and the other one
was to mix 1 gram of the chosen ink with 99 grams of
the extender (the second recipe). After mixing the two
recipes, they overprinted one of the patterns (frame
No.1) with the first recipe and the other one (frame
No.2) with the second recipe. At first, they heated up
the printed fabrics to 30°C using a hair dryer or a
heating pad to test the first result at the previous section.
Then, they cooled the printed fabrics down to 8°C using
a freezer, testing the third result at the previous section
(see Figure 9).
of a cold color and the pigment paste and the other one
(frame No.2) with the mixture of the ink with a warm
color and the pigment paste. After doing this, they
heated up the printed fabrics to explore the result of the
second exercise at the previous section (see Figure 10).
Figure 10. From top to bottom: sample of prints made with the
mixture of yellow pigment and orange and blue inks with activation
temperature 27°C at ambient temperature (20°C), and the effect of
heating the printed fabric. Work by Master Student Justien De Bus,
thermochromic workshop, 2012.
Figure 9. From top to bottom: sample of prints made with the blue ink
with activation temperature 15°C at ambient temperature (20°C) and
the effect of heating and cooling the printed fabric. Left to right: 1
gram of ink and 3 grams of ink, both with activation temperature
15°C. Work by Bachelor Student Therese Amus Gidlöf,
thermochromic workshop, 2012.
The third exercise was to mix the inks with activation
temperature 27°C with the textile pigment paste. The
students were instructed to use a textile pigment printing
paste of their own choosing and to mix it with the inks
chosen in the first exercise. They then overprinted one
of the patterns (frame No.1) with the mixture of the ink
The fourth exercise was to mix the inks with activation
temperature 15°C with the textile pigment paste. The
students were instructed to use a textile pigment color of
their own choosing and mix it with both recipes from
the second exercise. They overprinted one of the
patterns (frame No.1) with a mixture of the first recipe
and the chosen pigment paste and the other one (frame
No.2) with a mixture of the second recipe and the
chosen pigment paste. They heated up the printed
fabrics to observe the second result at the previous
section. Afterward, they cooled the printed fabrics to
examine and analyze the fourth result at the previous
section (see Figure 11).
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Figure 11. From top to bottom: sample of prints made with the blue
ink with activation temperature 15°C and magenta pigment paste at
ambient temperature (20°C), the effect of heating and cooling the
printed fabric. Left to right: 1 gram of ink and 3 grams of ink, both
with activation temperature of 15°C. Work by Bachelor Student
Annika Björk, thermochromic workshop, 2012.
At this point, the students had had enough experience
working with the inks with activation temperatures
27°C and 15°C. They were in a situation that challenged
their previous conceptions about color. The situation
created a forum for open discussion of the exercises and
so they were instructed to bring all samples of printed
fabrics for discussion. Afterward, I showed them some
examples of dynamic patterns used in textile
applications.
Figure 12. From top to bottom: sample of prints made with the inks
with activation temperatures 15°C and 27°C and pigment paste at
ambient temperature (20°C) and the effect of heating and cooling the
printed fabric. Work by Master Student Matilda Andersson,
thermochromic workshop, 2011.
The last exercise was an assessment exercise based on
the process (what they had learned so far). The exercise
was to design a dynamic surface pattern that would give
the audience different information or produce different
expressions at different temperatures. Textile dynamic
pattern is described by Worbin (2010) as “a textile
pattern that reacts to environmental stimuli and always
returns to a given initial expression”. The point of this
exercise was to give the students a chance to construct
their own meaning (Biggs, 2003) & (Wlodkowski,
2008), when learning the properties of thermochromic
inks (see Figure 12 & 13).
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Figure 13. From top to bottom: sample of prints made with the inks
with activation temperatures 15°C and 27°C and pigment paste at
ambient temperature (20°C) and the effect of heating and cooling the
printed fabric. Work by Bachelor Student Johanna Samuelsson,
thermochromic workshop, 2012.
DISCUSSION/ CONCLUSION
The aim of this paper has been to share a systematic
approach of teaching the behavior of leuco dye-based
thermochromic inks in Textile and Fashion Design. It
has focused on demonstrating the color transition of the
thermochromic inks to facilitate the understanding and
designing of dynamic surface-patterns at three different
temperatures: the ambient temperature (non-heated state
of e.g. the printing lab); a heated state, i.e. a temperature
above the activation temperature of the ink; and a cold
state, i.e. a temperature below the activation temperature
of the ink.
Printed color-swatches made with the textile pigment
printing pastes and exercises made up the core of the
approach. The printed color-swatches effectively
demonstrated the color transitions of leuco dye-based
thermochromic inks at different temperatures. The
exercises created opportunities for students to craft an
understanding of the design potential of using leuco dye
thermochromic inks through experimentation and
individual exploration.
This approach has been applied as a three days
workshop at both Bachelor and Master level, as well as
textile designers. The length of workshop and plan
designed created active learning environments where
students had hands on practice with high degree of
learning (Sork, 1997).
The samples made by the students in the final exercise
has indicated that the approach creates a new way for
me as a lecturer to convey thermochromic knowledge to
the students and also creates a unique set of
fundamental skills for students to learn color transition
principles in a more quick and easy way for designing
dynamic patterns through the experimental workshop.
The approach seems to be an efficient approach
allowing students to develop their ideas through pushing
the properties of thermochromic inks supported by
design skill and predicting color transition while they
are designing dynamic surface-patterns (Drew, 2004) &
(Ginsberg & Wlodkowski, 2009).
Previous approaches Albers (1975) and Collis and
Wilson (2012) reveal that essential knowledge regarding
color within a particular context can be achieved
through experiential learning, materiality and
experimental processes. By entering smart colors such
as lecuo dye-based thermochromic ink into textile and
fashion area, the design process has been directed
towards a new face of design, which needs new
approaches. One suggestion for further studies would
be more investigation on how to use the lecuo dyebased thermochromic ink in textile digital printing, and
how to describe color transition of lecuo dye-based
thermochromic ink in a proper color systems.
ACKNOWLEDGMENTS:
I would like to acknowledge the Smart Textile Initiative at the
Swedish School of Textiles in Borås for funding, Farhang
Alemzadeh for photo-shooting, the students at the Bachelor in
Textile Design program, and the students at the Master in
Textile and Fashion program.
All images presented in this paper are copyright by author.
REFERENCING
1- Albers, J. 1975. Interaction color, London: Yale
university press, New haven
2- Bamfield, P. & Hutchings, M G., 2010. Chromic
Phenomena: the technological applications of color
chemistry, London: Royal Society of Chemistry,
2nd ed., chapters 1, pp. 38- 47
3- Biggs, J., (2003), Aligning teaching for
constructing learning, The Higher Education
Academy
4- Collis, A. & Wilson, J. 2012. Colour accuracy in
digitally- printed textiles: what you see is not
(always) what you get, JAIC-Journal of the
International Colour Association, Vol 9, pp. 20-31
5- Chromazone, THERMOSTAR®INKS. [online]
Available
at:
http://www.chromazone.co.uk/Thermostar.html
[Accessed 3th Dec. 2012]
6- CHINA TIANYU NICKEL SCREEN CO.,LTD,
Textile Printing Properties-Preparation of the Print
Paste.
[online]
Available
at:
http://www.tynickelscreen.com/en/app/article20.ht
ml [Accessed 3th Dec. 2012]
7- Drew, L. 2004, The experience of teaching
creative practices: Conceptions and approaches to
teach in community of practice dimension, 2nd
CLTAD International Conference, Barcelona
8- Ginsberg, M.B. & Wlodkowski, R.J. 2009.
Professional Learning to Promote Motivation and
Academic Performance among Diverse Adults,
Council for Adult and Experiential Learning:
Forum and News: Learning never ends. USA, pp.
23-32
9- Green, P. 2010, A Colour Alphabet and the Limits
of Colour Coding, Colour: Design & Creativity,
Vol 5, pp. 1-23
10- Kulcar, R. & Klanjseg, M. & Knesaurek, N., 2012.
Dynamic colour possibilities and functional
properties of thermochromic printing inks, ACTA
GRAPHICA, vol 23, No: 1-2, pp. 28
11- Sork, T., 1997, Workshop Planning, New
Directions for Adult and Continuing Education,
No 76, pp. 5-17.
12- Wlodkowski, R. 2008. Enhancing Adult
Motivation to Learn: A Comprehensive Guide for
Teaching All Adults, San Francisco, CA. JosseyBass Inc, 3th ed.
13- Worbin, L., 2010. Desiging Dynamic Textile
Pattern, published PhD thesis. University of
Gothenburg, Sweden, pp. 259
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EXPERIMENTATION AS MAKING
KNOWLEDGE: TWO MODELS OF
RESEARCH IN THE DESIGN STUDIO
MICHAEL JASPER
UNIVERSITY OF CANBERRA
MICHAEL.JASPER@CANBERRA.EDU.AU
ABSTRACT
Two propositions underpin the paper. The first is
that studio-based research contributes to
architectural knowledge in a manner no less vital
or effective then more traditional research
methods. The second proposition is that
experimentation undertaken in the design studio at
its most effective blurs distinctions between the
activities of the practicing architect, academic
theoretician, and the historian. An analysis of two
approaches to the architecture design studio in the
university setting will lead to a preliminary
response to these propositions. The introduction
provides an overview of the guiding questions,
approach, and data sources. In the second part I
analyse two exemplary design studios, those
undertaken under John Hejduk at Cooper Union,
and Colin Rowe’s urban design studio at Cornell
University. In the third part I return to the opening
propositions and suggest some generalizable
findings.
The paper aligns with the Conference themes of
“Experiments in design education”, and “Methods
of experiments in design research”.
INTRODUCTION
The underlying argument of this paper is that the
various activities of the university design studio
constitute a form of experimentation and that these
activities contribute to advancing disciplinary
knowledge in architecture. In order to test this idea, two
general propositions organize the paper, one conceptual,
one methodological. The first is that composition or
form-based research in the architecture design studio
contributes to thinking and form research in a manner
no less vital or effective then more traditional archival,
historical, and/or text-based academic methods. The
second proposition is that the brief or studio program,
design problems, and conduct of the design studio at its
most effective blurs differences between the activities
and outcomes of the practitioner, historian, and
academic theorist. An analysis of two exemplary
approaches to the design studio will be used to develop
a preliminary response to these propositions. The
examples are John Hejduk’s didactic and exemplary
suite of studio problems unrolled at Cooper Union, and
the extended multi-decade effort of Colin Rowe’s
Cornell University graduate urban design studio. An
analysis of the two provides a dense range of highly
charged and differentiated approaches to architectural
research in the design studio. Each is distinguished by
specific kinds of design problems, programs, and a
range of form and space responses. An emphasis is
made in both on how to structure and run the design
studio as a form of open-ended research.
As will be shown, in each the life of the studio project is
a contained, finite phase in a larger, continuous pursuit
with findings to be generalized as a provisional outcome
awaiting further refinement. Differences in studio
character, approach, design problem, and device are
bracketed through a limited set of compositional and
formal moves. Student work is used to illustrate key
points and differences and general observations
provided as a form of conclusion.
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SCHOLARLY CONTEXT – LITERATURES AND
APPROACH
Analytical and historical work on the architectural
design studio as a kind of experimentation on the key
elements of architecture (form, space, structure and the
art of composition) is limited. Where such effort has
been made, the point of view has been generally
descriptive or anecdotal and documentation of the work
of the studio, especially over multiple years, not of
immediate access.
For the projects resulting from Hejduk’s Cooper Union
studios, there has been, exceptionally, a reasonable
amount of primary and secondary documentation
sufficient to warrant a survey of the results. In addition,
the existence of the Architecture Archive of The Cooper
Union provides a resource on student projects for
scholars and researchers. Key secondary essays include
those of Moneo 1980, Pérez-Gómez 1999, and Slutzky
1980.
Regarding the design work undertaken at Cornell
University within the context of Colin Rowe’s urban
design studio, a small but sufficiently representative
series of publications from academic staff and former
students, as well as the publication of a high number of
student projects, provide a profile of that program’s
approach and the resulting studio findings.
Key secondary writings on Rowe’s studio, and summary
descriptions as well as some documentation of student
work, can be found in Rowe 1996a, Rowe 1996b, Hurtt
1983, Cooper 1983, Middleton 1980.
Different from other research into the Cooper Union and
Cornell studios, my approach focuses on the work of the
studio itself, in particular on studio programs and
student material produced, and less on the historical,
intellectual or political contexts in which the studio was
undertaken.
DATA
The research data was assembled from published
sources and university archives. The material on
Hejduk’s studio teaching at Cooper Union has been
taken from a number of key sources. These include On
the Education of an Architect: A Point of View (1999),
Education of an Architect (1988), Moneo 1980, Slutzky
1980, and Hejduk 2011. Extensive use was made of the
The Irwin S. Chanin School of Architecture Archive of
The Cooper Union. Important additional material on
Hejduk’s parallel design investigations was sourced
from the John Hejduk fonds Collection Centre Canadien
d'Architecture / Canadian Centre for Architecture,
Montréal.
The primary data and images related to the Cornell
program were sourced from academic publications.
Key primary sources were Rowe 1996b, Middleton
1983, Hurtt 1983, Cooper 1983.
In terms of evaluating the quality or quantity of the data,
in relation to these two studio groups, the data surveyed
is fairly comprehensive and representative of the work
from the respective multi-decade studios.
These two studios provide a particularly apt beginning
to a larger study of the architecture design studio due
not only to the depth of data and image documentation
available over a multi-year period, but importantly
because they represent a range of scale and education
level. Hejduk’s studio, to generalize, focuses on the
tectonic scale, Rowe’s on the urban scale. The Cooper
Union program, during the period under exam, is
dedicated to undergraduate teaching; the Cornell
program on post graduate.
It would be beneficial in subsequent research to source
where possible additional university programs and to
obtain program descriptions in addition to final studio
projects. Potential candidate programs include Peter
Eisenman’s multi-year Venice Studio unrolled at the
Yale School of Architecture between 2009 and 2012
and certain of the multi-year studios at the Architectural
Association.
ANALYSIS, FINDINGS
In the following section, I examine the major thematic
structure, key topics, and general approach to Hejduk
and Rowe’s design studio sequence. Student projects
are used to illustrate typical responses.
STUDIO WORK AT COOPER UNION
In his notes to accompany the publication of
Fabrications, Hejduk recalls the role of the school of
architecture specifically and the pedagogical emphasis
in the teaching of fine arts generally.
The work of the school is one which exemplifies a
"tradition of commitment to search for new
relationships of forms—in our opinion the only
possible, as well as necessary role of a school of
architecture." (Hejduk 1974, s.p.)
This is a useful starting point: ‘to search for new
relationships of forms’ can be taken as one ambition
behind the development of a sequence of studio
problems refined over several decades by Hejduk and
his colleagues at Cooper Union. An analysis of the
architecture design studios reveal a commitment to
abstract problems, to ‘a belief in paradigmatic creation,
that is, in the pedagogical use of exemplary or abstract
problems, which however removed from real
implementation or function, develops a heightened
sense of consistency, a framework for inventiveness’.
(Slutzky 1980, p. 86) The approach thus also aims to
work the student’s imagination.
Hejduk’s approach and specific studio sequence has
been well documented. The 1971 monograph,
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Education of an Architect, provides a useful index of
how studio problems were conceived, worked, and what
was produced. (Franzen, Pérez-Gomez and Shkapich
1999) Three studios formed the core of studio teaching
under Hejduk and are named according to the primary
pedagogical tool they address: the Nine Square, Cube,
and Juan Gris Problems.
Hejduk also put in place a fourth studio, the Analysis
Problem. It examined exemplary buildings or project
from the history of the discipline. (See Franzen, PérezGomez and Shkapich 1999, pp. 245-262). This fourth
studio is not examined below. In the following I survey
the three core studios and exemplary student work from
each.
Figure 1: Nine Square Problem (Architectonics, The Nine Square Grid
Problem, Edwin Aviles, 1964-65, The Cooper Union).
In notes from 1965, Hejduk describes the first of these
studios as follows: ‘The Nine-Square problem is used as
a didactic tool for the introduction of architecture…
A[n] understanding of elements in their primary
essences is revealed; the idea of fabrication emerges.’
(Hejduk 2011, s.p.)
The Nine Square Problem starts from the subdivision of
a square into nine others. The student develops a plan,
an isometric, and a model proceeding through a series of
exercises. In so doing, according to Hejduk, elements
(grid, frame, post, beam, panel), relations (center,
periphery, field, edge, butt, interlock, compression,
tension, extension) and conditions (measurement,
number, black, white, grey) are revealed and tested.
(See Hejduk, The Nine Square Problem, 2011 s.p,
Franzen, Pérez-Gomez and Shkapich 1999, p. 23;
Moneo, 1980, p. 65)
A resulting studio project (see Figure 1) provides a snap
shot of certain of the architectural problems under
investigation: post to partition relations, edge to field or
frame to boundary – and the differences of these one to
the other –, of implied direction whether of release or
containment.
Refinements in the response to the problem reveal the
potential of this apparently simple exercise. Questions
of direction, energy and the act of drawing – including
figure/ground oscillations emerge. For example, in
Georgescu’s solution, the reversal of background and
‘figure’ can be claimed to highlight the spatial and
structural forces that result from combinations of
column/post, I, L and T elements. (See Figure 2)
Figure 2: The Nine Square Problem, Plan variation on a black field
(Architectonics, The Nine Square Grid Problem, Diana Viorica
Georgescu, 1970-71, The Cooper Union).
Closely related to the Nine Square problem, and
introducing an appropriate level of complication, is the
Cube problem. The design studio brief can be
succinctly stated: given a cube thirty feet to a side,
invent a proposal. The Cube Problem, or a form in
search of a function. A logical extension of the
elements and form relationships worked on in the
previous studio, it now starts to engage threedimensional conditions more overtly and with color.
See for example Schiano’s early work from the studio
(Figure 3). One also reveals here an engagement with
the act and traditions of drawing itself as a legitimate
field of inquiry. The cube’s frame, implied or real, also
allows the studio member to test out new notions
including carving or cutting, projection and extrusion,
collapse and explosion.
Ceraldi’s thesis project (Figure 4) illustrates certain
potential findings. Drawing style and representation are
specifically in play (folded elevations). The on-edge or
frontal unfolded axonometric and exploded drawing
condition is another instance of what might result from
the none-too-innocent brief.
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The most striking difference is the increased complexity
in the devices and instruments at work. In the House by
Colamarino for example (Figure 5), ideas of circulation
and simultaneity are clearly present. A sense of time or
memory thus enters.
And in Dolinski’s project (Figure 6), engagement with
site, thought of perhaps as entourage, emerges, even if a
real place is still not part of the agenda. Whereas the
Nine Square and Cube studios generally produced
research on form relationships bound to an architectural
object, the Gris studio now starts to engage and impact
on a site, or at least an outside field, however virtual or
implied it may be. What is also evident, now in this
third studio, is a shared studio vocabulary, of shapes and
relations: piano-form, line, linear, square, circle, circular
post, free plan and free distribution.
Figure 3. The Cube Problem (Thesis, Kenneth A. Schiano, 1969-70,
The Cooper Union).
Figure 5: The Juan Gris Problem (Thesis, House, John Frederick
Colamarino, 1968-69, The Cooper Union)
Figure 4: The Cube Problem – unfolded direction project elevation
and plan (Thesis, An Experiment in Architecture, Theodore Michael
Ceraldi, 1969-1970, The Cooper Union).
The third of the core Hejduk studios was the Juan Gris
Studio. The brief asks students to design a building ‘in
the intention of Juan Gris’. (Franzen, 1999, p. 193)
Architectural states of transparency, of simultaneity, and
of organic and technocratic or machined form are called
up. If we look at examples of student projects, the
nature of the findings, and their difference from the
proceeding studios, is made clear.
Figure 6: Juan Gris Problem (Thesis, Juan Gris House, Michael
Dolinski, 1967-68, The Cooper Union).
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URBAN DESIGN STUDIO WORK AT CORNELL
UNIVERSITY
Under Colin Rowe, and over a roughly twenty-five-year
period, the graduate urban design studio at Cornell
University took urban scale elements as the site of
invention and of intervention. The formal development
of the city was it’s field of investigation.
A founding hypothesis informed at a basic level all of
the studio work, that of the integration – dynamic,
antagonistic, dialectical - of the traditional city and the
modern city, the city of solids and that of voids. The
design studio was distinguished by a series of relevant
problems and an attitude ‘loosely defined as
contextualism’. (Middleton 1980, p. 47)
As described by Middleton in his introduction to the
student projects reproduced in The Cornell Journal of
Architecture, a limited range of project types were
explored. (Middleton 1983) Such project types included
waterfront sites, impacted grid collisions, field/edge
ambivalence, and produced responses that included
linear buildings, towers, towers and podiums, and
perimeter blocks. Open space shaped or otherwise
given texture and figure became a response to the
research problems in certain studios. A selection of
projects follows which capture aspects of the studio
character and a view of what was at stake. These
include grid collisions, and the use of figure/ground as
the predominant realm of representation and
investigation
Figure 7: Mapping and analysis study of Dusseldorf. Figure/Ground
plan. Cooper, W. W. (1967, Cornell University, Department of
Architecture)
Key examples of project types illustrate the kinds of
studio problems assigned by Rowe and the range of
research outcomes considered. From a review of
published projects, three kinds of design studio
problems were undertaken:
•
grid and fragment studies largely explored at the
scale of the street and block plan
•
infill or connection or completion problems, taken
on at the scale of the composite building or group
plan
•
overall (field, city precinct) plans that may include
open spaces of various kinds as a key ordering
device such as water, park, plaza, garden
I will in what follows describe key elements and
examples of each, recognizing that often the studio
blurred the boundaries of these artificial categories.
Cooper’s figure/ground plans summarize both an
analytical tool and a representation/design approach.
(Figure 7) It appears as a constant resource and
beginning point over the decades. Two particularly
clear examples of the limits and beauty that could result
can be seen in Cooper’s study of Dusselforf and in the
suite of drawings prepared around the Buffalo
waterfront problem. (Figure 8)
Figure 8: Grid collisions: study of the Buffalo Waterfront, a group
project: Baiter, R., Cardwell, R., Chan, D. W., Cooper, W. W.,
Forusz, H. N., Koetter, A. H., Miki, M., Olympio, E. F., Oswald, F. R.
G. (1969, Cornell University, Department of Architecture)
The group plan and the composite buildings were
prevalent for many years both as condition for analysis
and as an ideal to work toward, reflecting in part the
precedent based assumptions in some studio years.
(Figures 9 and 10)
A review of published studio work as well as Rowe’s
academic publications reveals his unflagging return to
this problem, and to the devices that were deployed to
resolve – even provisionally – the assigned brief.
Infill and hinge or connection conditions are favourites
of this studio study. In the Providence Capital District
studio, for example, can be seen a full range of urban
scale problems (loss of spatial definition, small to large
scale, foreground to background). Fong’s solution to
the Marlybone studio (Figure 10) is a particularly
elegant example of the both figure and ground aim.
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larger field more generally - one can discern a change in
perspective.
The parallel publications by Rowe and Koetter of
Collage City to a more subtle degree provide another
formulation of the research intent and reach. (Rowe and
Koetter 1978) Underlying the whole endeavor as noted
at the beginning is the engagement with modern
architecture and the traditional city. Can modern
architectural types be used to solve traditional urban
problems?
Berlin, Rome, Providence, Florence, London provided
the material for much of the studio work in this period.
And the group project was not uncommon. Infill may
be the most easily legible term, but a close study of, say,
the Florence plan of Lonnman, reveals a now mature
resolution of this fine-grained approach. (See Figures 11
and 12)
Figure 9: Infill and completion: open space as figure and ground,
Providence existing and proposed plans. Middleton, D. B.,
Providence: Capital District Development Strategy (1980, Cornell
University, Department of Architecture)
Figure 11: Field/edge research and proposed infill plan: Berlin
Tiergarten. Carvalho, R., Frederick, D., Sennyey, E. (1981, Cornell
University, Department of Architecture)
Figure 10: Composite building generated from field and edge study:
Marlybone Rail Station, Regent’s Park London, Figure/Ground Plan,
Fong, S. (1979, Cornell University, Department of Architecture)
A larger field – whether of the city or of open space
more generally – populate the studio work in later years.
In the research toward a transition or transformation
from figure/ground to Nolli-type drawings – and the
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opening hypothesis, of the relation of studio work on or
toward a contribution to disciplinary knowledge?
Are there generalizable lessons on the workings and
reach of the architectural design studio as a realm for
research one could extend out to? And what are the
important differences?
To start, Moneo provides a useful synthesis of the
outcomes or intent of Hedjuk’s approach. He claims for
it both close by and far-reaching stakes. The three
Hejduk studios are ‘exercises’, a limbering of the hand
and mind and eye. And they as a result together have a
distinctly pedagogical function, one distinctly
appropriate to an undergraduate studio. I think there is
also an epistemological role.
Different from the studios of Rowe, Hedjuk designed
studio problems for undergraduates, thus the Nine
Square problem was intended for first year students.
Figure 12: Completion/extension of an existing traditional city:
proposed extension plan and conjectural view, Florence. Proposed
plan, perspective view, Lonnman, B. (1980, Cornell University,
Department of Architecture)
From the above too brief review, it can be claimed that
the following constants distinguish Rowe’s urban design
studio:
•
conceptualizing the city as a (single) gestalt
•
engaging with a corpus of architectural/urban forms
•
employing techniques of abstraction, thus a limited
number of drawing styles, with figure/ground
leading the way
•
work and re-work from previous studio efforts
•
a limited number of design problems: figure, field,
pattern texture, edge, axis
There is a clear bias to be inclusive and to privilege
conjecture. And it was all exemplified by a strategy of
collage. Perhaps in the end, and as alluded to by one of
Rowe’s most inspired students, the question of beauty
provides a provisional reflection on the eclectic manner
and findings of the design studios, a search for a city
with ‘a beauty less stable, less perfect, more dynamic,
more irresolute…’ (Hurtt 1983, p. 68)
CONCLUSIONS
Two approaches to teaching by research in the
architectural design studio have been briefly surveyed.
What, if anything, do they share? And what of the
Moneo continues, now less about the studio’s impact on
the student but on the general context in both practice
and theory in which the work should be interpreted:
‘does the formal structure of architecture come as a
result of making an abstract, modular division of space
or does it, on the contrary, arise as an independent
assertion making use of elementary images and
figures?’ (Moneo 1980, p. 65, 67) For Pérez-Gomez, it
is the promotion and production of imagination that is
the main thing. (Pérez-Gomez 1999, p. 16-17)
Both Rowe and Hejduk’s efforts, to state the most basic,
can be read as investigations of specific architectural
problems, whether work on architectural imagination,
the traditional/modern city dialectic, or the design
process itself and more generally.
Looking more pointedly, five characteristics, at least,
seem to be in common.
First, the functional brief or space program is down
played or even absent. Hejduk assigns no functional
brief and Rowe downplays function over a privileging
of the gestalt, of eclectic and coherent shape or form.
Second there is an emphasis on precedent, or in the case
of that first year undergraduate student in front of the
Nine Square problem, the strict delimitation of
specifically architectural elements.
Third is repetition: the studio problems are repeated
over several years with subtle variations and
refinements. In the case of Hejduk’s Cooper Union
studios, a framework is adopted and replacement terms
(of concept couple, analytic component, site)
introduced. So duration and the implicit studio culture.
Fourth, there is an explicit effort to remain open to the
new, and to renewal generally. In the case of Hejduk,
perhaps at the level of individual imagination. For
Rowe, the force of the specific city to reshape our
thinking and forms.
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There is a fifth aspect, related to transmission and
reflection: the findings or outcomes are documented. In
the case of Hejduk, a public exhibition and major
publication, along with the requirements of
accreditation, in part spurred the systematic
documentation of student projects. At Rowe’s Cornell,
a cluster of articles by graduates and colleagues framed
critical discussions around the studio and the eventual
publication of a high number of projects.
The differences are both evident and subtle. The scale
of investigation is the most visible. From the post-beam
joint at Cooper Union, to the city under Rowe.
An attitude toward context varies, as does the
underlying assumption about autonomy. The studio
projects that emerged out of Cooper Union are a work
on the language of architecture, and the pedagogical
intent through paradigmatic problems is to study the
most normative of architectonic relations. At a different
scale and in a different realm – that of the city – Rowe’s
deployment of figure/field relationships passes through
a filter or is indexed against cubistic composition
devices not only in plan but spatially, which endeavor to
realize an ‘and-and’ (as different from an either or)
condition. Rowe’s field of inquiry can be seen to be
simultaneously context based – whether Rome,
Baltimore or Manhattan – and deeply engaged with
architecture’s future by a parallel confrontation with
architecture’s past (it’s insides) and an openness to the
potential in concepts and ideas from other realms
Figure 13: The most radical exploration of the cube problem,
according to Hejduk. (Thesis, A Twenty-Seven Foot Cube, Peter
Saltini, 1969-70, The Cooper Union)
Another way to distinguish the difference of the two
approaches, and to clarify their contribution to the topic
of design research, is to endeavor to formulate the
research problem each could be said to be treating. For
Hejduk, he has given us the most succinct formulation:
the design studio, in fact the pedagogical charge in the
largest sense, is to ‘search for new relationships of
form.’ The scale of form research in this suite is
focused on the joint, post and beam relationships, frame
to grid. It is a limbering up, an exercise. In this,
Saltini’s is the most extreme version. (See Figure 13)
For Rowe’s ideal studio, perhaps the research problem
is that of reconciling traditional city form and modern
architecture. Here the form research is emphatically at
an urban scale and conclusions, however provisional, do
result. Think of the role of the linear building, or that of
composite buildings, the discovery of the figure/ground
drawing as tool, and its complication through Nolli.
(See Figure 14)
Adding to work on form and thought in architecture, the
two studios are exemplary efforts of thinking through
architecture and its promise in the design studio.
Figure 14: Studies of alternate field and object readings of open space.
Middleton, D. B., Providence: Capital District Development Strategy
(1980, Cornell University, Department of Architecture)
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ACKNOWLEDGMENTS
The research and writing of this paper was undertaken
with the support of the University of Canberra
Architecture program and I want to acknowledge Dean
Lyndon Anderson and then Head of Discipline Peter De
Deckker in particular for their on-going support.
Financial support to participate in a March 2012 study
trip was provided by the University of Canberra,
Faculty of Arts and Design 2012 Conference Fund, for
which I am grateful. Steven Hillyer, Director, The
Irwin S. Chanin School of Architecture Archive of The
Cooper Union responded to numerous questions and
provided invaluable support in relation to the student
project archives. Funding for reproduction and usage
costs was in part provided by the University of Canberra
2012 Faculty of Arts and Design Research Cluster
Fund.
Hejduk, J. 1974. Fabrications. New York, The Cooper Union
School of Art & Architecture.
Hejduk, J. 2011. The Nine Square Problem - from the
Collection of the School of Architecture Archive.
Architecture at Cooper, newsletter of The Irwin S. Chanin
School of Architecture for 2010-11, 5, s.p..
Hurtt, S. 1983. Conjectures on Urban Form. The Cornell Urban
Design Studio 1963-1982. The Cornell Journal of Architecture.
2. 54-78.
Middleton, D. B. 1980. The Combining of the Traditional City
and the Modern City. Lotus International, 27, 47-62.
Middleton, D. B. 1983. Studio Projects. The Cornell Journal of
Architecture. 2: 78-141.
ILLUSTRATION CREDITS
Moneo, R. 1980. The Work of John Hejduk or the Passion to
Teach. Architectural Education at Cooper Union. Lotus
International. 27, 65-85.
Figures 1-6, 13. Images of student work from The
Cooper Union Copyright © 2012 The Chanin School of
Architecture Archive.
Pérez-Gómez, A. 1999. Education of an Architect: Unraveling a
Point of View, 1999. In: Education of an Architect: A Point of
View, 14-19.
Figures 7-12, 14. Images of student work from Cornell
University © Cornell University, Department of
Architecture.
REFERENCES
Franzen, U., Pérez-Gómez, A., and Shkapich, K., Eds. 1999.
The Education of an Architect: A Point of View, The Cooper
Union School of Art & Architecture. New York: The
Monacelli Press, Inc. The original version was published in
1971 and reissued in 1999 in a slightly smaller format with
framing essays. This is the version used here.
Rowe, C. 1996a. Architectural Education: USA. In: As I Was
Saying Recollections and Miscellaneous Essays. Caragonne, A.
(Ed.). Cambridge, Mass.: The MIT Press. Volume 2, pp. 53-64.
Rowe, C. 1996b. Cornell Studio Projects and Theses. In: In: As I
Was Saying Recollections and Miscellaneous Essays. Caragonne,
A. Ed.. Cambridge, Mass.: The MIT Press. Volume 3
Urbanistics, pp. 5-84.
Rowe, C. and Koetter, F. 1978). Collage City. Cambridge, Mass.:
The MIT Press.
Slutzky, R. 1980. Introduction to Cooper Union. A
Pedagogy of Form. Lotus International, 27, pp. 86-104.
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THE TRAVELLING TRANSECT:
CAPTURING ISLAND DYNAMICS,
RELATIONSHIPS AND ATMOSPHERES
IN THE WATER LANDSCAPES OF THE
CANARIES
ELLEN BRAAE
LISA DIEDRICH
GINI LEE
UNIVERSITY OF COPENHAGEN
SWEDISH UNIVERSITY OF
AGRICULTURAL SCIENCES
UNIVERSITY OF MELBOURNE
EMBRA@LIFE.KU.DK
VIRGINIA.LEE@UNIMELB.EDU.AU
LISA.DIEDRICH@SLU.SE
ABSTRACT
The practice of landscape architecture is most often a
cultivation of open space alongside an open-ended
dialogue with the presence and complexities of the
cultural and natural features of places, usually resulting
in projects generating site resolution rather than pure
invention ex nihilo. However, when working with the
more unpredictable qualities of sites as in water-made
landscapes, designers often lack mapping and
representational tools capable of capturing and
expressing ephemeral qualities - dynamics, relationships
and atmospheres. These abstract qualities, that exist
over physical site conditions, correspond to the fields of
natural sciences and to spatial aesthetics. The Travelling
Transect method, inspired by Alexander von
Humboldt’s method of transareal travelling and
transversal collecting of ephemeral information from
site, informs our exploratory fieldwork in the water
landscapes of the Canary Islands, adopting the working
title Canarysect. Seeking altered expressions of the
abstract qualities of places, we test three well-known
tools: the sketch, the photo and the model in response to
the site conditions that meet us along the journey. While
acknowledging these tools’ familiarity in everyday
practice, the Canarysect project negotiates testing and
capture of the dynamic, relational and atmospheric
qualities encountered along lines of transect across
island lands and waters. Individual sketching,
photography and modelling gestures merge into a
common archipelago of thinking around the water
landscapes of the Canaries. Through the medium of the
Nordes 2013 exhibition, coexisting tableaux of imagery
and form produce another mapping of already-known
island landscapes, brought to contemporary presence
through a gaze informed by the layered histories of the
landscapes and peoples, sites and programs.
INTRODUCTION: CAPTURING SITE
QUALITIES
Site as entity, both object and as essential nature, is
recognised by spatial designers as a paramount issue for
their work, and over the last decade theorising about site
has been a developing theme in design research. As
researchers approaching site from a landscape
architectural perspective, we identify the ways with
which designers handle site qualities as a compelling
area for contemporary design research. In current design
practice, we observe that designers often address sites
from a static and material point of view as empty play
grounds to host new design inventions, overlooking
much of that what exists, and especially the more
ephemeral yet constitutive site properties such as
relationships, dynamics, and atmospheres. This means
that 21st century designers have not completely left
behind the legacy of the modernistic era of the 20th
century, which promoted design from scratch, complete
with respective design methods to shape sites seen as
tabula rasa – static, empty, bounded, functional units
devoid of history or dynamism. Understandably, this
legacy has led to a lack of appropriate design methods
and work modes able to transform sites through taking
on their mutable extant qualities rather than to design
them anew according to a universal recipe. However,
there is a tendency to increasingly acknowledge site
specificity that is paralleled by an increased ecological
awareness focusing on dynamic and relational site
properties, such as flux and flow on the one hand, and
on atmospheric site properties leading to an expanded
understanding of aesthetics on the other.
This context motivates us to formulate the critical need
to develop methods that enable designers to better
capture the more intangible aspects of existing sites to
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support relational transformation. We argue that
contemporary design practitioners can expand their
conceptual thinking and work modes through utilising
design research to help elaborate these methods, which
in turn can offer new site-specific driving forces to
design practice. Our particular aim is to qualify the
understanding of water landscapes as sites of relational,
dynamic and atmospheric qualities in order to develop
consciousness for their ephemeral and constitutive
features. This understanding lays the foundation for
improved landscape design and development. To
achieve this objective we want to add to the landscape
architectural ‘toolbox’ the first steps toward the
development of an informed landscape analytical
method that captures and represents the relational, the
dynamic and the atmospheric qualities of water
landscapes. As a means to focus around on-site qualities
we investigate fieldwork travel as an immediate and
mobile form of site exploration, complementary to the
in-studio ‘overlooking’ site study of mediated site
aspects in documents such as statistics, maps, Google
searches and other diagrams. Our fieldwork method
seeks to make the site an active participant to address
the dynamic and changing qualities of places and their
environmental contexts; a maker rather than simply
bearer of meaning (Kahn 1996: 180). We explore the
ways the more ephemeral relational, dynamic and
atmospheric site qualities, often overlooked in current
design practice, can be better captured through this
method, and we set up a travelling experiment to test it.
In this paper we report on the theoretical foundation that
has helped us outlining the method, we explain what it
consists of, how we have set up our experiment, what
we have found on site during our experimental
fieldwork, and how we evaluate our findings.
Taking the 18th and early 19th century traveller, writer
and explorer Alexander von Humboldt as our
methodological (and spiritual) guide we adopt a
transareal approach, understood as exploring a
particular geographical and cultural area from the
perspective of another geographical and cultural area
but on an equal footing and in order to generate new
knowledge through relational thinking through an openminded redefinition of local empirical studies. Our
research team, composed of two Northern European and
one Australian landscape academics, is armed with
varying experiences and preconceptions according to
our home landscapes, to explore test sites in the exotic as in the sense of the other - Canary Islands landscapes.
Our primary historical guide in this collaboration is
Alexander von Humboldt, not the least because he first
used the Canaries as a test site in preparation for his
trips to the Americas, and we experiment with how the
translation of his historic travelling fieldwork approach
may be relevant to contemporary research practice. We
base our experiment on a contemporary interpretation of
Humboldtian science put forward by researchers of
various fields around German scholar Ottmar Ette:
’Research subjects and objects are understood as
crossing individual areas of scientific inquiry. That is,
they emerge from relations, circulation, and interactions
beyond the local’ (Kutzinski et al. 2012: 215). Our
contemporary travelling fieldwork involves on-site
fieldwork in a travel mode inspired by long-distance
Australian road trips, travelled by car. It relies on the
following method, nominated as ‘transect’ in previous
educational programs. From existing knowledge we
draw a transect line over the site for exploration, linking
areas of interest so far identified to prepare the itinerary.
On site, our knowledge expands with every kilometre
travelled and every exploration made on a stop, and we
correct or deviate from the itinerary to meet the needs of
our immediate curiosity and questioning of the
unfamiliar. Along the way, we adopt and test familiar
tools that we assume to have the capacity to capture
dynamic, relational and atmospheric site qualities:
photographs, videos, sketches, models, writing and
annotating, and ourselves as sensing, thinking and
communicating subjects engaged in the multiple
processes required by travelling - together.
In previous research, we have identified water
landscapes as potent areas for investigation of sites
understood as transient (Parodi 2010). We understand
that the influence of water conditions on human
settlements and the effects of human practices on
aquatic systems over time can only be apprehended in
the perspective of economic, climatic and social change.
Generic solutions are particularly inappropriate to
specific and dynamic water landscapes exposed to ongoing change, prompting our proposal for a new
acknowledgment and representation of site
particularities from which the design of water
landscapes can shift from an imposition of universal
solutions into a transformation of sites through
apprehending their existing qualities.
THEORY: TRANSFORMATION,
TRANSAREAL, SERENDIPITY, SITE
Our theoretical background includes contemporary postmodern and post-structuralist theories formulated in the
arts, in landscape architecture, in urban design and
planning, relating to concepts of transformation, the
transareal, serendipity, and site. Our other source of
inspiration lies in the reinterpretation of the historical
figure Alexander von Humboldt who regarded science
as a mobile, transareal enterprise that moves across
disciplinary and geographical boundaries and territories.
Humboldt practiced such mobility of thought and
application accordingly in his fieldwork through
mapping and writing as witnessed in his journals and
recent scholarly reinterpretations. Noticing the current
state of segregated knowledge, which is
counterproductive to capturing water landscapes as
physical phenomena to be measured and experienced in
as manifold and interrelated, we draw on Humboldt’s
scholarship to exceed these limitations and explore the
potentials of a more nuanced view.
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PERCEPTIVE TRANSFORMATION
Designers have not completely left behind the legacy of
the modernistic era of 20th century that promoted
design from scratch while shaping sites regarded largely
as tabula rasa. This leads us to sketch out perspectives
for the redefinition of design methods as transformative
approaches. Transformation is a situation when
something is changed from one state to another –
from ‘something’ to the new, or at least
altered, ‘something else’ – a condition that recognises
that neither before, nor after, is static (Braae,
forthcoming). While the traditional design act is
associated with originality in terms of ‘the new’,
novelty in transformation is rather associated with the
ability to create a dialogue for change with the existent.
Such transformations depend upon site-related
knowledge, ideally focused on enhancing relations
between the nostalgic/place-bound and the notnostalgic/nomadic, between the material and the
immaterial, and between the past/present known and the
future unknown (Kwon 2002). The design process is
therefore influenced in terms of integrating and
balancing the aesthetic reality found on site, gaining
understanding of the broad notion of aesthetics
(‘aisthesis’, Böhme 2006), and adopting an approach
opposed to the traditional privileged, mediated and also
distanced view.
Within transformation the existent reality becomes the
main driver, and design thus becomes a hermeneutic
agency privileging novelty through focus on creating
new perceptions of the existing rather than an ex
nihilo creation of new objects. If transformation does
not necessarily imply that the future is subordinate to
the present the sum of the dialogue between the existent
and the intervention results in production without a
predetermined relationship. Furthermore the outcome is
always incomplete; it is a priori open for further design
intervention due to its heterogeneous and compound
character based upon a paradigm of complexity beyond
one of harmony (Braae-Diedrich 2012). We see the
interplay of immediate apprehension of and mediated
intervention on sites as intrinsic to design understood as
transformation, an approach we consider underestimated
in current design research. That is why we propose to
enhance immediate site apprehension through
fieldwork, in order to grasp the qualities that are
otherwise overlooked, namely the relational, the
dynamic and the atmospheric, and to represent them as
useful models to inform design practice.
TRANSAREAL TRAVELLING
Humboldt’s scientific approach is appropriated to assist
us to re-envisage the current epistemology. Dating back
to the turn of the 18th to the 19th century, his work
operated within an environment characterised by an
intense movement of globalisation through seafaring
and increased trade with the colonies. We now find
similar, yet arguable more ephemeral conditions of
global movement driven by the globalised economy.
The changing world then required a changing
worldview, and in his time Humboldt advanced two
‘epistemological revolutions’, which we recognise as
similar to the threshold situation now. These approaches
were not fully exploited then and have subsequently
been forgotten or misinterpreted over the development
of science into segmented and specialised areas in the
late 19th and in the 20th century. Yet, according to
contemporary researchers, they promise to deliver a
highly valuable foundation for the adaptation of today’s
scientific model to better counteract the unstable
conditions of the 21st century. For us they deliver the
base for examining a new site understanding and an
appropriate site exploration method, fostering design as
transformation.
Humboldt’s first epistemological revolution consisted in
the rejection of pure reflection at distance (epitomised
by the encyclopaedic knowledge of the French
philosophers of 18th century) and posited empirical
exploration on site as the new authority for reliable
knowledge generation. Humboldt’s two great travels to
the Americas (1799-1804) and to Central Asia (1829)
adeptly depict his work mode in practice through his
reliance on fieldwork, on immediate observation by
(his) subject observer and eventually relating his
findings through critical thought to his context in an
ever evolving process of knowledge generation. This is
precisely his second epistemological revolution:
Humboldt posited knowledge as an open work,
continuously in motion just as he practiced as a
researcher, crossing boundaries between areas of study,
exploring their interrelatedness and relational dynamics,
and seeing science as a transareal pursuit. He was a
pioneer of this approach in opposition to the established
intellectual boundaries between disciplines and
territories of the day, many of which have evolved into
the specialised disciplines and area studies we still know
today.
Humboldt’s appreciation of the open-ended and the
relational has generated his particular format of writing,
communicating and publishing, namely through texts
that feature multiple cross-references and side stories in
a meandering footnote apparatus, through book series
conceived along forthcoming editions and through
comprehensive publication of images produced by
artists utilising his sketches and notes. This particularity
has also earned him disdain, and many of his thousands
of pages have been published in falsifying shortcuts and
misinterpreting translations. Many researchers today
content that Humboldt’s time has come again and as a
scientific figure his work embodies such merit as to be
rediscovered and reinterpreted from primary sources (cf.
Ette 2012 and 2009, Kutzinski 2012, Gebauer 2009,
Humboldt 2004/1810-13 and 2004/ 1845).
From our readings and research perspective,
Humboldt’s claim seems to be more up-to-date then
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ever: everything in our world is interrelated, and only a
science understood as mobile can help us generate
appropriate knowledge for complex contemporary
landscapes. Our transect experiment includes the
translation of this historical approach to our
contemporary enterprise: Humboldt submits site
thinking as on-site thinking, and site knowledge as
open-ended evolutionary knowledge. We intend to
contribute to the transareal and trans-scalar
understanding of Humboldt’s scientific model by our
gaze framed through the lens of contemporary
landscape architecture in a problem-oriented research
approach seeking to capture the relational, the dynamic
and the atmospheric qualities of sites.
INTENTIONAL SERENDIPITIY
The open-mindedness of Alexander von Humboldt’s
approach corresponds with a design research
epistemology that today is articulated by French urban
researcher François Ascher in his writings about
serendipity (Ascher 2009). The concept of serendipity
involves circumstances that allow for finding what you
have not been searching for. Ascher highlights that in a
context of uncertainty the capacity of researching alone
is insufficient for tackling problems without the ability
to deploy the unexpected. Our complex contemporary
world is increasingly more calculated and reasoned, and
less traditional, therefore less reliant on well-known
patterns resulting in the “hypermodern” condition. The
nature of research is impacted through the necessity to
produce new profitable knowledge in relationship to
multiple individual and collective actions and decisions,
to mobilize more reflection and knowledge for every
action and decision and consequently to produce an
increasing array of choice often with resulting
uncertainty. Ascher invites researchers to shift from
casual, unintended serendipity to conscious, intentional
serendipity. With uncertainty as a starting point such an
invitation entices a considerable shift in epistemology
and methodology and encourages findings produced
through situational interaction and exchange. (Ascher
2009: 88). Our design research consciously approaches
serendipity as an important mode of discovery; through
the medium of the transect the organizing function is the
line/itinerary of travel and serendipity is what crosses
the line/itinerary and causes us to pause and record or
map whatever situation is thrown up at us on site.
SENSING SITE
Concentrating on the relational, the dynamic and the
atmospheric components of sites overlooked in current
design practice, we find a theoretical foundation for
their relevance in the contemporary writings of US
scholars Burns and Kahn. Occupying a central position
in the definition of what a site is from a design
perspective is the relational construct. Burns and Kahn
argue that even if designers are only attributed a site
within the strict boundaries of the area given by a client
as an area of intervention, they cannot conceive their
design without transgressing these boundaries and relate
to other geographical areas, and to past, present and
future time frames. They ‘construe and construct’ site
from an exchange between what they see in front of
them and what they wish to have there, between ideas
from outside (the physical site) and inside (disciplinary
norms, personal convictions, societal ideals), and
between the real as observed and the real (Burns/Kahn
2005: xv).
The relational dynamic is the key notion from which the
whole body of ecological knowledge evolves, especially
in respect to water landscapes. Furthermore,
contemporary authors found their definition of
landscape on it. American writer J.B. Jackson addresses
landscape as ‘no more than a collection, a system of
man-made spaces on the surface of the earth (…). It is
where the slow, natural processes of growth and
maturity and decay are deliberately set aside and history
is substituted. (…) A landscape is where we speed up or
retard or divert the cosmic program and impose our
own’ (Jackson 1984: 156). Shaping sites is therefore a
continuously performative action and we need to
understand the existing dynamics of sites in order to
work with them. This thought is confirmed by US
landscape architect and scholar James Corner who
proposes shifting our attention from the formal
characteristics of landscape - its simple appearance - to
its formative effects over time - how it works and what
it does - to ‘the activities of design and the effects of
constructed landscapes in time’ (Corner 1999: 4). With
Corner, we can acknowledge landscape as design
activity, which is the human aspect of the constructed
dynamism of sites.
The atmospheric is a central notion in phenomenology,
defined as the interface of sites and our immediate
sensing of them. According to German philosopher
Gernot Böhme, atmospheres are produced by the site,
by the observer and by the interplay of both (Böhme
2006). In post-phenomenology, atmospheres are defined
as quantifiable ephemeral qualities, such as moisture,
temperature and sound (Hillier 2005). These theories
have so far only been exploited to a limited degree in
designed landscapes.
DATA AND METHODS FOR A WATER
LANDSCAPE TRANSECT
ON-SITE SENSING: RELATIONSHIPS,
DYNAMICS, ATMOSPHERES
In our project to practice a transareal approach to water
landscapes, we seek to refine how to unpack the three
previously defined aspects of relationships, dynamics
and atmospheres. The relational aspects of water
landscapes can be understood spatially, functionally and
across scale or territory. Firstly, spatial relationships can
be detected from a study of the elements of a site and
how they interact – this corresponds to a conventional
architectural work analysis of the morphology and
syntax of spaces. Secondly the functional aspects appear
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through a comparison between program and site,
between intended use and the site’s current state of
human-nature-interaction – less common in prevalent
design culture that imposes programs on sites. Thirdly,
the scalar/territorial aspects can be detected through
scrutiny of the site and the various realms and
geographical areas it is connected to on local, regional
and global scales – also less common in the design
disciplines that work predominantly within their own
defined scale limitations.
previous transects; Ellen Braae (University of
Copenhagen), Lisa Diedrich (Swedish University of
Agricultural Sciences), and Gini Lee, (University of
Melbourne).
The dynamic qualities of water landscapes and how the
use of water changes over time become apparent when
studying developments in the evolving relationships of
program to site, alongside the larger systems of
influence such as geology and climatic progression over
time. In normative practice analysing the dynamics
across these different fields is new to many. The
atmospheric features characterising water landscapes
can be studied in phenomenological and postphenomenological ways, including qualitative and
quantitative methods: the humidity, temperature, light,
noise of a site can be sensed through the body and
expressed in visual, textual and modelling descriptions,
as they are equally measured through scientific means
involving tools such as hygrometers and thermometers.
ON-SITE METHOD: THE DEVIANT TRANSECT
Our on-site method has been inspired by Humboldt’s
explorative travelling further informed by our previous
experiences of an Australian-European educative and
research collaboration on water landscapes, focusing on
the bodily experience of the subject landscape at
extensive yet personal scale, called the Transects. They
involved a short-term (2 weeks), intensive, long
distance field trip (1000 km), nominally organized along
a line drawn across territories exhibiting apparent or
presumed water-land conflicts, investigating the various
design projects encountered along the way. The
Transects are inspired by Australian road trips for
landscape architecture students and academics,
modelled on The Big Transect, undertaken by RMIT
University in 1997. Three subsequent Transects as
academic student and research collaborations have been
undertaken over the past three years in southern
Australia (Queensland University of Technology, 2009),
Northwest Europe (Karlsruhe Institute of Technology,
2010) and Scandinavia (University of Copenhagen,
2011). They engage with site and design through both
experiential and intellectual approaches framed by an
educational focus informed by fieldwork leading to the
production of research questions. They arise from
consciously serendipitous deviation from the itinerary
while travelling, halting, observing something
unexpected, further questioning it, identifying it as an
issue (Diedrich/ Lee/ Raxworthy forthcoming).
The Canary Islands project, the Canarysect, is now
conceived as the first solely research focused transect by
three of the researchers who have been part of the
Figure 1-2: pre-travel sketches of the Canarysect itinerary
A research transect comprises three phases; pre-travel
preparation based upon the experience of the host or
experienced guide, on-site travelling with companions,
and post-travel evaluation and communication to others.
Before departure, we define our itinerary just as we did
for the educational transects. We use our pre-knowledge
to draw a line across the site of study along the points of
landscape that promise to help us capture relationships,
dynamics and atmospheres. On site, we travel along the
line, always receptive for deviation, and we take with us
a set of tools allowing for capturing conditions and
activities. On site, we often work in an analogous way,
using our tools separately and then coming together to
share our observations and collections.
Photographing and filming enables us to acknowledge
atmospheres through framing, in capturing a moment
and making it last, for contemplating details, colours,
structures, scales and capturing small sequences of a
dynamic site, including sound. Sketching and handdrawing permits open and flexible depiction of details in
a semi-automatic reflection mode, it allows
superimposition of various observations of forms,
structures, objects and their associations brought to
clarity through annotation. Conceptual modelling seeks
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to capture scales, spatial properties and relationships,
while abstracting landscape complexity on the one hand,
and expressing materiality on the other. Our modelling
kit is composed of ‘as found’ small materials; timber
pieces of various lengths, thickness, colour, metal
geometries and plexiglass elements that can be used to
quickly ‘build’ a model on site, on an appropriate
ground. On-site abstract models are photographed and
the elements removed back to their kit leaving only the
indents and shadows of their fleeting appearance.
Sampling techniques such as collecting materials under
our fee, allow us to gather ‘findings’ in a very
immediate way, effective for collecting small and light
weight on-site materials; rocks, soil, plants but also the
detritus of found crafted objects and relics. Brought
together, samples allow for comparison and can detect
relationships, such as between rock textures, sand
colours and plant types. Plants when pressed further
reveal their abstract shapes, also producing imprints on
the paper of the press book, as ghosting atmospheres of
plants transformed through desiccation to become the
collection of site elements in miniature. Conversations
with locals, designers and professionals involved in
landscape development help with gathering information
and insight into current discourses and practices about
the dynamics and relationships of local conditions –
often along the way collaborations and associations
arise towards a community of practice around the site.
After the trip, the findings consist of a collection of raw
material: photos and small films, sketches and
annotations, model photos, earth and plant samples,
interview notes. This material is sorted, evaluated,
combined, interpreted, synthesised and elaborated into a
communicable representation of our findings. In this
phase, the tools we used on site open various options of
interaction, and also of evolution into digital media.
TEST SITE: THE CANARYSECT
In April 2013, the particular water landscapes of the
archipelago of the Canary Islands were chosen as a test
site, to explore methods for transformation through
transareal travel. Calling ourselves the travelling
transect gels (‘gels’ being Australian slang for
‘women’) we saw these islands presenting a perfect onsite laboratory as they are commonly acknowledged as a
tourist destination, providing beaches, sun and general
merriment as generic qualities, indistinguishable from
any other mass tourism site. We sensed that most of
their particularities are overlooked as the Canaries host
a maximal variety of topographical and water conditions
over a compact geographical expanse, able to be
explored in the context of our transect experiment.
Furthermore, the Canaries are a microcosm of the
globalising world, subject to economic, environmental
and social change affecting the predominant Canarian
economy that relies on the universal recipe of mass
tourism and fossil energy.
We sought to commence at Humboldt’s test site, his
first extra-European halt before sailing to the Americas
on the island of Tenerife, where he ascended the Teide
volcano. The island represented to him an ‘Inselwelt’ of
scientific endeavour – in German a duality of meaning –
designating the island so complex that it both contains
the whole world, but with the island as also part of the
world that is composed of smaller and larger islands and
sometimes whole continents, within the waters of the
planet (Ette 2009). When Humboldt sailed from Spain
to the Canaries, his team set foot on ground at La
Graciosa, the small satellite island of Lanzarote in the
North of the archipelago, thinking is was Tenerife. They
continued to Tenerife, having a week to study the
island, especially the Northern slope and the crater of
the Teide Volcano. After his American travel, he
elaborated on vegetation storeys on the slope of the
Teide and its related microclimates, on the settlement
and agriculture of the Orotava valley, on the effects of
the Spanish colonisation (cf. Gebauer 2009).
The Canaries are composed of seven islands of which
the easternmost, Lanzarote and Fuerteventura, are arid
and the western (Gran Canaria, Tenerife, La Palma,
Gomera, El Hierro) are subtropical. This is due to the
high volcanoes on the western islands, which capture
the clouds of trade winds and receive rain to support.
vegetation which can thrive as their volcanic activity
has since long ceased.
On the mountainous islands, and especially on Tenerife,
with the Teide as the highest peak in Spain (almost 4000
m), the local population has always lived on the cooler,
wetter and more fertile Northern slopes of the
volcanoes, however recent mass tourism settlements and
industries have developed on the dryer, sun-exposed
Southern slopes (precipitation index for the Orotava
valley on the Northern slope of Tenerife 370mm/y; for
Santa Cruz on the Southern slope 250mm/y). The
eastern islands feature lower lands where significant
vegetation cover was exacerbated by volcanic activity
enduring over longer time periods, especially visible in
the lava lands of Lanzarote (precipitation index
150mm/y) and the winded-eroded slopes of
Fuerteventura. The small island La Graciosa, where
Humboldt first went ashore, is part of this volcanic
regime while featuring no fresh water resources at all.
Acknowledging these water conditions, we sketched out
our Canarysect itinerary to traverse the islands from wet
to bone-dry, across the weather and lee sides, over six
days, using a car on the islands and the airplane or ferry
between the islands: Tenerife North, Tenerife from
North to South across the Teide, Tenerife South,
Lanzarote, and La Graciosa.
The sun-exposed Canaries have been exploited by mass
tourism since the 1970s, beneficial for the local
economy but a threat to the existing landscapes of the
Islands through a generic mono-cultural and imported
approach affecting the fabric of Canaries’ ecological,
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Figure 3-4: photocollage of Garachico rock pools, context sketches, model photo of Garachico coastal spaces, Tenerife; synthetic sketch of a cultivated
barranco, photocollage of the urbanised Barranco de Santos in Santa Cruz de Tenerife; photos of samples from the rural barranco Los Valles, panorama
photo of the Los Valles agricultural terraces, Lanzarote
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social, and economical existence. Critical voices have
been raised against this monoculture since the 1970s,
namely in the person of Lanzarote-born artist and
architect César Manrique who investigated vernacular
building forms and settlements and commenced
exploration of the volcanic landscape site typology,
specifically in his architectural projects. He also fought
for the controlled development of tourism. Since
Manrique’s death in 1992, Fernando Gómez Aguilera,
his road companion and today director of the César
Manrique Foundation, promotes local claims through
his cultural institution based in Manrique’s old house
and from him we learnt of Manrique’s great projects to
preserve and exploit the unique aesthetic landscape of
his island home. Also on Lanzarote, architect Caroline
Bos, partner of the Dutch office UN Studio, has made
her sometimes home at the end of a local valley, among
tended fields and terraced hill slopes, and with her we
made a journey along the local valley experiencing the
age-old practices of water farming in the dry gullies.
La Graciosa introduced us to a local ethnographer in her
adopted home who guided us on a transect across the
island from coast to coast and from water story to small
constructions and unmarked sites of interest. And on
Tenerife, the local architects’ chamber has initiated
public activities to raise interest in local landscapes,
through a Biennial for art, architecture and landscape.
The director Juan Manuel Palerm, also partner of a
Tenerife based architecture practice, has created the
Canaries Landscape Observatory along with the
Biennial, promoting research and aiming at
implementing the policy of the European Landscape
Convention. In our conversations with Palerm we found
an enthusiastic audience for the transect idea as a
revealing method for the Canaries territory alongside
our exploration of his own water landscape
infrastructure project for the Barranco de Santos in
Santa Cruz.
FINDINGS: MORE THAN COASTLINES,
MORE THAN RAVINES
Our days of travelling transects had provided us with
more than enough material - from wet to dry, from
volcano to coast, across impassable rock plains to black
sand beaches, from sub-tropical density to bare aridity –
even thought we had originally planned to travel further.
We were particularly interested to complete our findings
on cultivated ravines, discovered in a very urban
typology in Tenerife and serendipitously discovering a
rural form of such a ravine and its terraced agricultural
landscape on Lanzarote where we invited to stay in a
farmland valley. In exploring these landscape features
we also came to express our different languages derived
from our various home country knowledge – the ravine
could also be a gully, a gorge, a canyon or a barranco in
Spanish. The realisation that transect travelling requires
both fast and slow travel is a temporal aspect of
landscape expression that is impossible to convey on
maps far from site – this is the benefit of fieldwork.
Arising from our travel across the rocky coasts of
Tenerife, Lanzarote and La Graciosa is the design
research condition where landscape elements become
prompts for recording and conversation. Our field notes
and images reveal atmospheres of exposure and
enclosure, danger and protection, the wet and fresh, the
salty, the dark and the bright, dynamics of erosion in the
long time frame. Our samples reveal rock textures and
support the atmospheric and relationships to where the
materials originate. Our films reveal water dynamics
over short sequences. Our models reveal relationships of
morphological elements on the architectural scale. Our
sketches reveal relationships of landscape entities such
as coast, ravines, cliffs and slopes at scale beyond detail.
Together, these prompts relate to: geology, topography,
wind and the water regime of the Canaries, the Canaries
as part of the African tectonic plateau that drifts
eastwards whereas the Americas drift westwards
creating volcanic activity, the volcanoes that ejected the
lava that ran down the slopes forming the rocky coasts,
the trade winds coming in and the northern coasts
exposed to them, wind and water erosion, the closeness
of the Sahara, winds in former times having deposited
yellow sand at particular spots of the Canaries that now
come to surface through wind erosion creating the
bright land masses of La Graciosa, and finally the
shallow waters between the eastern Canaries and the
African coast on the African shelf thus creating the rich
Canarian Saharan fishing bank and the shellfish rocks of
La Graciosa.
In all the cases the coast appears to constitute both a
separation line between land and water and an area of
exchange – a water landscape in itself opening up for
examination of the dynamic and relational interactions
between site and program. By travelling in a deviated
manner to literally thicken the line, we accessed an
important part of the islands’ water landscapes in terms
of their dynamics, relations to other parts of the water
landscape system, and their atmospheres as explored by
visitors and fisher(wo)men.
Visiting the ravines, the lofty Barranco de Santos in
Santa Cruz in Tenerife, and the gently sloping Los
Valles valley in Lanzarote we were impressed by the
manner of cultivation of the ravine and its terraces and
infrastructures. Either for public spaces and facilities or
for agriculture, and insofar as how the relationships
between topography and human practices also reveal
atmospheres of breath-taking spaces, tamed danger,
courageous building culture (Santa Cruz), or
atmospheres of paradise, the fertilised desert land,
courageous earth work and terracing (Los Valles). And
in our travel towards the volcanoes in the centre of the
islands, our samples of geologic and botanic valley
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materials support the atmospheres of the wilder desert
and of the fertile and managed areas closer to the coast.
Prompts most often were found to relate to regimes of
cultivation predicated on water availability and
landscape management which to our gradually knowing
eyes was all revealed in the patterned, constructed and
piped water infrastructure embedded across the island
landscapes. And it was possible to regard the migration
of the forms of agricultural landscape management; the
use of stone to form extensive terraces to provide
enough ground to farm and to live on, and the water
management tanks, aqueducts and channels into the
designed landscapes of the city and its public
infrastructures. These shifts in use as transareal
transformations make use of the former structures,
materials, and other site aspects traced directly in the
genesis of the new. We sought to record these dynamic
and relational characters through abstract models and
drawings supplemented by photographs as a means to
capture phenomena that caught our attention; elements
which later appeared to play a role in the water
landscape site-program of design exchange.
and the sketch. Atmospheres as spatial, haptic and
temporal conditions typically were the most difficult to
record through experiments with modeling and
photography, both sequential freeze frame and video
capture. However, we find that much knowledge is
produced ‘in between’ the tools or in their intersection.
DISCUSSION: THE TRAVELLING TRANSECT
AS METHOD
As we transected island after island we were able to
identify a pattern of approach that we seemed to repeat
in each place. By means of travelling we slowly
determined an idea of the regional water landscape
structure, reading the ridges and valleys and at the same
time studying local projects. The local projects both
informed our understanding over the overall conditions,
at the same time providing us with sensorial inputs. The
locally situated projects opened up a direct
understanding of the regional conditions and their
translation into a site while at the same time they
constituted a network of projects. This trans-scalar
approach relating project to project and project to the
overall spatial and climatic entities could only be
captured by means of movement. As this understanding
is gradually built up we sought to capture these relations
and dynamics through making on-site models and
sketches aided by structuring the photographs in a
sequence of travel to record the material presence under
foot in collaboration with the middle and distant
landscape as contextual prompt.
Application of the various tools while transecting, in
order to capture the relational, the dynamic, and the
atmospheric of water landscapes, confirmed some of our
research and methodological expectations and tested
others. We had to distinguish between firstly the
relational being spatial - the relations between objects and second, trans-scalar - the relation between overall
structures, functions and forces, site and program. In the
first case the model was an excellent tool, while transscalar relationships could partly be represented by
sketches and models. Dynamic change over time cycles and flows - is traced on site, through the camera
Figure 5-6: sample Canarysect itineraries, actually travelled, for the
North-South transect of Tenerife, and for the urban Barranco de
Santos in Santa Cruz de Tenerife
We set out with the idea of the transect knowing that
pre-knowledge enabled us to define the itinerary, and
that we would intentionally allow serendipity to change
our itinerary on site if our attention was captured by
something that deviated us. On this experimental
transect research trip, it became clear that the deviation
is what generates new knowledge. Future transects
drawn from our fieldwork knowledge, would again be
enticed to deviate, confirming our method as openended, producing evolutionary, never complete
knowledge.
This is the source of the method defined as the deviant
transect. As in Humboldt’s ‘tropic(al) constructions’
(Ette 2012), the shift between the plan and the on-site
experience enables us to discover. No shift means no
discovery but only confirmation of pre-knowledge. The
shift, or the trope, in Ette’s words, is border crossing,
leaping forward. The shift depends on the researchers’
knowledge and interests, their moves, motion and
emotion. It depends on WHO travels, as the knowledge
generated each time and by each person will never be
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the same. And if it is a team that travels, evolving from
the pre-knowledge every research collaborator brings, in
an iterative combination of many interpretations of
experiences found while travelling towards a new
common archipelago of knowing and thinking.
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CAN DESIGN GO BEYOND CRITIQUE?
(TRYING TO COMPOSE TOGETHER IN
OPENING PRODUCTION)
ANNA SERAVALLI
MEDEA K3 MALMÖ UNIVERSITY
ANNA. SERAVALLI@MAH.SE
ABSTRACT
This paper aims at contributing to the emerging
field of design for social innovation (D4SI)
discussing the insights from the author’s long-term
involvement as a design researcher in a social
innovation project. In order to discuss this
experience a particular perspective is introduced,
according to which D4SI can be considered an
attempt of design to go beyond critique, and,
specifically, of composing together (Latour 2010).
In this understanding D4SI can be considered as a
collective effort towards the construction and
exploration of alternative ways of living and
working.
In deepening how D4SI can be understood as
composing together, some reflections are made on
the author’s involvement in the maker-space
STPLN, a platform where production processes are
opened and attempts of composing new ways of
making things and delivering services are carried
out.
By highlighting some of the challenges emerged
from being a designer in STPLN, the paper
develops two reflections. The first one is related to
togetherness and it argues that, in dealing with
collective compositionist processes, designers need
to acquire skills and look for a possible role that is
different from the one of the enabler. The second
reflection deals with how to assess composing
together. From the experience with STPLN, it
emerges how compositions need to be accountable
in diverse discourses in order to travel further and,
hopefully, generate future prospects.
INTRODUCTION
I belong to a generation of designers fully aware that
"There are professions more harmful than industrial
design, but only a few of them." (Papenek 1971).
Climate change and environmental problems may have
lost their priority on the political agenda, but this does
not mean that pollution levels have reduced or global
temperature stopped to rise.
We are also aware that “there is no alternative”
(Tatcher 1980) to neoliberalism, but we are increasingly
realizing that in the irresistible march of progress, fewer
and fewer are invited to participate.
As designers it seems that we have two possibilities:
either hold it strong to progress (Latour 2010),
embracing the conviction that “We have designed
systems, cities, and commodities. We have addressed the
world’s problems. Now design is not about solving
problems, but about a rigorous beautification” (Rashid
2012); or try to address the challenges that our times are
posing to design.
Facing these challenges is not an easy task. If taken
seriously, they are basically questioning the scope of
design itself as the creative engine of mass-consumption
and progress. Is it possible to be a designer and embrace
environmental and social issues beyond developing
environmentally efficient dishwashers?
A provisional possibility to respond to these dilemmas
is coming from design for social innovation (D4SI) that
is suggesting how design could contribute to the
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development of environmentally and socially
sustainable ways of living, working and producing
things; giving the chance to stop designing for progress
and rather cautiously experiment with progression, by
enganging in the tentatively composition of possible
future prospects (Latour 2010).
This paper aims at contributing to the understanding of
the possibilities and limits of D4SI by reflecting on a the
three year involvement as a design researcher in a social
innovation experiment, the setting up and running of the
maker-space STPLN. The paper builds on an analogy
between D4SI and the idea of Compositionism as
presented by Latour (2010). By looking at D4SI as an
attempt of composing together, two contribution are
made: the first one is how D4SI can be considered as a
way for design to move beyond critique; the second
contribution highlights issues and criticalities that can
emerge when trying to design as composing together.
The paper develops in three parts: first, D4SI is related
to Compositionism and how it can be considered to be
an attempt of going beyond critique. In the second part,
the design experiment is presented: the ongoing
participation in the setting up and running of STPLN, a
maker-space in Malmö, Sweden. This experience has
given the author the opportunity to work with D4SI
focusing on production processes. Finally, by reflecting
on the involvement in STPLN, the paper reflects on
challenges in working with D4SI as composing
together. The focus is on how to deal with togetherness
and on how to assess compositions, that is trying to
understand if alternative prospects are generated, or if
the composition is rather tinkering with future-as-usual.
DESIGN FOR SOCIAL INNOVATION AS
COMPOSING TOGETHER: IS IT POSSIBLE
FOR DESIGN TO GO BEYOND CRITIQUE?
D4SI represents a growing and heterogeneous field with
diverse approaches. This paper accounts for a specific
development of D4SI that originated in Europe and that
entails the possibility for design to play a central role in
tackling both environmental and social issues,
specifically, by engaging and fostering collaborative
processes for the development of new practices and
ways of living.
In 2003, Jegou et al. presented a collection of everyday
sustainable scenarios, showing how design could help in
the transition towards more sustainable lifestyles
besides developing energy- and material efficient
products. Few years later, the work with creative
communities (Meroni 2007) and collaborative services
(Jegou et al. 2008) contributed to further develop the
idea of design as a key player for the development of a
more sustainable society and as an enabler of grass-root
initiatives.
In the same years (2004-2006), the work of the RED
group in UK represented one of the first attempts of
using design to tackle complex social and economic
issues (Design Council 2008, 2010). Focusing on
diverse themes (health, ageing, democracy), the work of
RED proved how design could be used for developing
new services and solutions to respond to complex
issues. From these experiences, the idea of
transformative design (Burns et al. 2006) emerged,
defining some key features of D4SI: the centrality of
participatory processes involving stakeholders from
diverse sectors, the importance of prototyping, and the
need of transferring design skills to process participants.
Counting on a strong political support, transformative
design has been further developed with the DOTT
programs (Design Council 2012), a project where entire
communities are involved in prototyping solutions for
sustainable local living, and Public Service by Design
(Design Council 2010), a program where designers have
been involved in redesigning services in the public
sector.
The vision provided by Manzini and his group in Italy
and the practical work promoted by Design Council in
UK had a strong impact, fostering the idea that design
can shape not only products but also lifestyles and
systems for more sustainable societies. In this sense,
D4SI differs from previous experiences of “social and
politically engaged design” since it aims to change
rather than critique. Moreover, it addresses and involves
a wider public than the design community itself.
In his book on design activism, Fuad-Luke (2008) offers
a compendium of diverse design experiences, which
have aimed at “generating (..) positive social,
institutional, environmental and/or economic change”
(Fuad-Luke 2008:28). From Bauhaus to Critical Design,
Fuad-Luke maps design practices involved in and with
change. He also notices how “the target audience for
many of the design movements, groups and individuals
were predominantly aimed at designers, with a view to
change the way they think, approach their work and
deliver their form-giving, rather than at specific targets
external to the world of design.” (Fuad-Luke 2008:48).
D4SI distinguishes itself from these experiences in its
ambitious goal of involving not only the design
community, but also other stakeholders: from civil
servants to NGOs, from citizens to companies.
This focus on collective processes has brought D4SI
close to Participatory Design (PD) (Björgvinsson et al.
2010, 2012, Hillgren et al. 2011 Manzini et al. 2011)
and its long-standing experience with collaborative
processes (Simonsen et al. 2012). Starting from the
belief that users should have a say in the development of
technology (Kyng and Ehn 1987), PD strived (and
strives) for establishing collaborative design processes
involving diverse stakeholders, developing tools,
techniques and theories to support users cooperation
with professional designers (Kyng 1998). More
recently, the PD community started to address social
issues by getting involved in public arenas
(Björgvinsson et al. 2010, Halse et al. 2010); and D4SI
has recognized how PD knowledge about collaborative
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processes could be valuable in fostering social
innovation (Manzini et al. 2010).
Involving diverse stakeholders can play a role when it
comes to the impact of the design process. As
underlined by Fuad-Luke (2008), design activism has
historically had a significant influence on the design
world, but a negligible influence on a broader social
level. In this sense, D4SI, similarly to PD, sees in
participation in design processes the possibility of
moving beyond traditional critique towards a notion of
critique based on the construction of possible
alternatives. Involving diverse stakeholders in collective
design processes and empowering grass-root initiatives
are looked upon as possibilities to scale and diffuse
promising initiatives promoting change on a large scale
(Jegou et al. 2008, Meroni 2007).
D4SI is also opening the possibility to redefine the role
of design and to emancipate it from mass production
and consumption. Historically, design activism practices
(Fuad-Luke 2008) represented isolated and fortuitous
occasions where individuals or small groups of
practitioners had the chance of being a designer outside
the mass-production realm, often, retiring themselves in
academia or arts from where they have done a great job
in revealing issues and controversies in the design field.
The program of D4SI is more ambitious: it proposes to
establish a new role for the designer as a catalyst of
collective design actions aimed at exploring alternative
futures, opening for a new way of practising and
understanding the profession of being a designer.
In the present situation, in the light of an environmental,
economic and political crisis (Castells et al. 2012), to
exert critique could sound as a call to nihilism (Latour
2010). In being at the end of history with no
alternatives, the emerging malfunctions of neoliberalism
are dramatically revealing that we might have no future.
In this scenario, critique is unable to generate the
necessary energy to provoke change, and it ends up
poking holes in delusion(Latour 2010).
The An Attempt at a “Compositionist Manifesto” refers
explicitly to Marx’ work. Particularly, it seems to build
on the conviction that “the philosophers have only
interpreted the world, in various ways; the point is to
change it.” (Marx 1848). Latour’s argument is that
reaching change implies involvement in the construction
of alternatives. Compositionism is a way of tentatively
explore and prototype diverse activities, practices and
discourses and understand how they could become
prospects, challenging future-as-usual and open for new
possibilities.
What Latour proposes is to shift from progress to
progression: from an inexorable unidirectional march
towards future-as-usual to an exploratory and suggestive
progression where different future prospects are tried
out: “While critics still believe that there is too much
belief and too many things standing in the way of
reality, compositionists believe that there are enough
ruins and that everything has to be reassembled piece
by piece” (Latour 2010: 475).
Latour’s (2010) An Attempt at a “Compositionist
Manifesto” was written after the 2009 climate meeting
in Copenhagen when, once again, the limits of
traditional politics in facing climate change emerged. In
suggesting how to deal with environmental issues,
Latour (2010) proposes to move beyond traditional
critique through Compositionism. Particularly, he is
formulating an approach that is not too much concerned
with revealing cracks and limits, but rather it focuses on
the construction of alternative practices and discourses.
Instead of explaining away the world, Latour calls for
engagement with humans, objects and technologies
(actants) to compose, construct, compromise and even
compost future prospects. An engagement that
acknowledges how each actant, being human or nonhuman, carries its own agendas and has an active role in
shaping the present situation but also possible future
prospects. Composing together aims at generating
things (Latour 2004), socio-materials gatherings where
human and non-human actors are brought together. “A
thing is, in one sense, an object out there and, in
another sense, an issue very much in there, at any rate,
a gathering. To use the term I introduced earlier now
more precisely, the same word thing designates matters
of fact and matters of concern” (Latour 2004:233).
Latour recognizes how, historically, “critique did a
wonderful job of debunking prejudices, enlightening
nations, and prodding minds, (...) generating an
immense source of productive energy that in a few
centuries reshaped the face of the Earth” (Latour 2010:
474). However, eventually, critique ran out of steam
(Latour 2004) because in distancing itself from the
world to get an objective perspective on facts, it missed
to notice that “Reality is not defined by matters of fact.
Matters of fact are not all that is given in experience.
Matters of fact are only very partial and, I would argue,
very polemical, very political renderings of matters of
concern” (Latour 2004:232).
Compositionism should not be mistaken for being
acritical, but is an attempt of moving beyond critique
that still requires the ability of having a critical mind
and carefully understand how things are composed and
how they flick between being facts and being issues.
Working with things requires you to recognize and be
aware of the connections and tensions that hold reality
together, trying to understand how they could be
effected. In composing, the focus is not on the
construction per se, but on how the process does or does
not affect actants’ relationships and agendas. On the
contrary, if the focus is more on having a functional
composition, the risk is to end up in tinkering;
In order to discuss what this practice could be about, the
paper introduces an analogy between D4SI and
Compositionism (Latour 2010), arguing that D4SI can
be considered an attempt of composing together.
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assembling not towards alternative prospects but rather
towards future-as-usual.
What Compositionism is proposing for critique
resembles what D4SI is trying to do with socially and
politically engaged design: an attempt of moving
beyond exert critique to rather work collectively
towards the experimentation of alternative practices of
living and working. As mentioned above, D4SI is
exploring how design approaches could support
collective efforts to compose future prospects for
sustainable living, involving diverse stakeholders in the
society. It is moving from raising awareness about
specific issues to rather support collective prototypes
about possible sustainable futures.
Latour underlines how composing is a matter of
togetherness “it is time to compose—in all the meanings
of the word, including to compose with, that is to
compromise, to care, to move slowly, with caution and
precaution” (Latour 2010:478). Togetherness plays a
central role in D4SI: it often requires the creation of
new alliances and relationships between stakeholders
from diverse sectors (Jegou et al 2008), but it is also a
matter of empowering bottom-up initiatives, developing
ways to support other stakeholders’ design activities
(Björgvinsson et al. 2012, Jegou et al. 2008, Meroni
2007).
Considering D4SI as a way of composing together sheds
new light on this emerging field. It values prototyping
as a key approach to explore alternative possibilities; it
underlines how making things (together) – being
artefacts, services, scenarios – allows to experiment
with new alliances that can move us away from futureas-usual. However, some shades are also emerging from
being practically engaged in composing together, such
as designers’ inability of dealing with togetherness, as
well as their lack of implementation and management
skills. Another issue is related to the role of designer in
composing together. Finally, the dilemma of
understanding if we are composing or tinkering: are we
really building things, or are we just playing safe with
future-as-usual? These issues are further discussed using
some insights from the author’s involvement as a design
researcher in the setting up and running of STPLN, a
maker-space for opening production.
STPLN, A SPACE FOR OPENING
PRODUCTION
It is a usual Thursday evening in the STPLN basement:
the laser-cutter is running at full speed, cutting out a
wood shell for the arcade game that Marcus and Niklas
are building. Sitting at the table, Davey is building a
wood wristwatch and discussing with a guy who needs
help to develop a software. On the sofa, some guys are
coding, or maybe they are drawing something to cut out
with the laser-cutter? In the Textile Department, two
women are knitting, having biscuits and tea. A lot of
bicycles are stacked in one corner of the room: they are
projects from the Bicycle Kitchen, an open workshop
where people can fix their bikes with the help of
volunteers. In the room beside, Carin is fixing the last
things before tomorrow’s workshop with a primary
school: she is the founder of Återskapa, an atelier where
cast-over materials from industrial production are used
to explore with children their creativity and teach them
about sustainability. In the opposite corner of the same
room, behind a curtain, some guys are setting up the
textile printing workshop, bringing in materials and
paints, checking out the frames for screen printing.
Upstairs everything is quiet now, but few hours ago the
co-working facility was busy as usual and in the kitchen
a catering company was cleaning after the conference
in the concert room.
STPLN is a 2000 sqm venue owned by the city of
Malmö. It was opened in April 2011, becoming an arena
where people can experiment with diverse kinds of
production: from repairing bikes to staging new formats
for music concerts, from building robots to trying out
new educational formats.
The space is managed by the NGO STPLN that has a
long experience in working with culture production in a
broad sense. The role of the research centre I belong to
was to set up and manage the workshop in the basement
in collaboration with the NGO. When it comes to my
role, I have been involved in diverse activities: from
setting up events and workshops about making to
experimenting with urban gardening, from using
prototyping as a tool for coaching to being actively
involved in the development of the cast-over materials
bank. These activities have been often carried out as a
collaborative effort between several stakeholders and
with a long-term perspective.
STPLN is a maker-space, a platform where people and
individuals can access tools and share resources to
engage in production processes, trying out how to move
from being a consumer to becoming a producer. In
STPLN, diverse practices and activities are
interweaving: from amateur do-it-yourself, to
professional educational services; from small-scale
production with commercial aims, to artistic
explorations of materials and technologies.
Maker-spaces, together with other physical
infrastructures such as FabLabs and Hacker-spaces,
represent a growing phenomenon that is offering to
small companies, freelancers, students, artists and
amateurs the possibility of opening physical production
processes.
The expression “opening production” accounts for all
emerging practices that are experimenting with the way
in which production is understood and organized,
blurring the distinction between producers and
consumers, focusing on social values rather than
economical ones, reconstructing local supply chains.
These practices are cutting across diverse realms: from
software and ICT sector, with open-source and
commons-based P2P production (Benkler 2006,
Bauwens 2009), to the food sector, with civic
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agriculture (Lyson 2004), from manufacturing, with the
rise of crafts and do-it-yourself practices (Anderson
2012), to the media field, with platforms supporting
collaborative production between users (Löwgren et al.
forthcoming).
The opening of production is not a coherent movement.
Nevertheless, there are shared traits that characterize
these opening production practices, e.g., the challenging
of the distinction between producer and consumer in
creating new models in which the two roles overlap and
sometimes merge. Moreover, if compared with capitalist
and mass-production processes, these practices are often
aiming at the generation of multiple values: use value,
but also social and human capital. When it comes to
social innovation, these practices are looked upon as
promising attempts for the establishment of a localbased and on-demand production systems that, by
valuing small-scale and artisan production, could
become a more social and environmentally sustainable
way of generating goods and services (Anderson 2012).
Opening production gathers diverse practices that are
experimenting with the possibility to compose processes
outside (or on the side of) the capitalist and massproduction model.
STPLN represents a space to explore how production
could be opened in the specific context of the city of
Malmö. What practices can emerge? Which needs are
fulfilled? Who is participating? Above all, how is it
possible to compose together prospects about
production, and how can design contribute?
Figure 1: Activities in STPLN basement workshop
REFLECTING ON COMPOSING TOGETHER
STPLN
THE CHALLENGE OF TOGETHERNESS: FROM
COMPOSITION TO COMPOSING
The expression composing together stresses the role of
collective actions in generating prospects. Togetherness
is considered a central element in social innovation,
which often emerges from encounters between
established organizations and grass-root initiatives
(Murray et al. 2010) and entails the creation of new
alliances and relationships between diverse sectors
(Phills et al. 2008). D4SI has developed the idea of
designing networks, collectives where diverse
stakeholders are brought together and entangled in codesign activities (Manzini et al. 2008). Similarly,
transformation design underlines the importance of
participatory approaches for developing social
innovation (Burns et al. 2006). Togetherness also
implies a shift in the role of the designer: from being the
driver of the design action to becoming the enabler and
supporter of others’ composing activities (Burns et al.
2006, Manzini et al. 2008, Meroni 2007).
However, D4SI lacks hands-on insights discussing the
difficulties and challenges of togetherness. What does it
take to bring actors together? How is it possible to
compose together? The work with STPLN has been
rewarding, providing insights about how complex (but
also surprising) togetherness can be (Seravalli 2012b,
2013). The experience with STPLN has generated two
outcomes in terms of togetherness: the first one related
to a particular understanding of the collective action in
D4SI; the second one regarding the role of the designer
in composing together.
In framing togetherness (and its difficulties), a great
contribution comes from PD, which offers a wide range
of approaches and frameworks to understand and deal
with collective processes (Simonsen et al. 2012). This
knowledge has been extremely helpful in making sense
of and navigating what happened at STPLN (Seravalli
2012b, 2013). One of the main learnings that D4SI
could embrace from PD is the one of design as a
situated practice (Suchman 1987), where human
specificities play a central role in shaping practices and
results .In dealing with togetherness, it is important to
remember that to support the collective design action,
the focus should be neither “the method (n)or the
designer but the designer using the method(…)”(Light,
Akama 2012: 61). In this perspective the outcome of a
design action depends on the interaction between the
designer, the method and the specific actans involved
(being both human or non-human) In composing
together, a particular emphasis should be put in
understanding the specificities of the collective that is
brought together. Designers willing to work with social
innovation should be able to embrace the specificities of
the collective they are involved in (e.g. agendas,
possible conflicts, personalities) and develop a
particular sensibility in deciding which approaches can
be used to foster and navigate togetherness. For
example, in the initial phases of STPLN, traditional
design strategies for togetherness (such as workshops)
have been unable to foster a collective design action,
while working on a tactical mode with prototyping,
small-scale interventions, and long-term engagement
encouraged the emergence of a specific form of
togetherness based on making (Seravalli 2012a, 2012b,
2013).
When it comes to the designer’s role in making
together, D4SI proposes the idea of the designer as a
facilitator or enabler of social innovation initiatives. The
involvement in STPLN opens for a different
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understanding, where the designer brings its
competences in the composing but does not necessary
lead it.
As a designer, embracing the idea that STPLN was
collectively built has meant to leave the ownership of
the design agenda, moving from a strategic to a tactical
design mode. Rather than starting from specific ideas
about which activities should happened in the space, I
tried to be more open to support what was emerging:
navigating the diverse initiatives and hooking up with
the ones close to my agenda. This has been difficult but
it has also revealed how composing together is often
about compromising (Latour 2010) and how, as a
designer, you have to stop designing and understand
how to support others’ design activities.
This requires gaining a different role. PD has developed
knowledge about how to support others’ design
processes, but there is little discussion about what it
takes to gain that role. In STPLN, it has been a matter of
building trust and understanding what exactly I could
offer to the other participants. In establishing a longterm collaboration with the cast-off material bank, it has
been important to use my industrial design skills and
knowledge about sustainability to make evident how I
could contribute to the project. Time passing, mutual
trust has grown, creating the possibility to extend the
collaboration to other aspects of the project (such as
possible business strategies, formats and content for the
workshops).
However, trust is not enough, as it emerges from the
collaboration with the NGO running STPLN. I always
wanted to work with service design aspects of the
maker-space, such as how to organize access to the
space and how to engage users in its everyday
management. I had the chance to give suggestions about
possible strategies and solutions regarding these topics;
however, it has not been possible to get the same space
for experimentation that I gained in Återskapa, the castoff material bank. A possible reason is, that, while with
Återskapa the collaboration is built on offering
competences that are missing (e.g. industrial design),
with the NGO what I would like to offer overlaps with
competences that are already in place. Moreover, my
involvement in the management of the space could lead
to issues when it comes to defining ownership and roles.
These experiences have also highlighted how being a
facilitator could not be the most appropriate role for a
designer involved in social innovation. In these three
years, I had to face the frustration of lacking skills and
competences for having that role: one thing is to
facilitate a design workshop about visions and
scenarios, a totally different one is to cope with issues
related to implementation and everyday management of
a maker-space. On the other hand, I could see how my
skills related to making and “not being afraid to try out
things” (as Carin from Återskapa framed once
prototyping) are considered much more valuable. It is
difficult to define exactly which role I have in the
composing together at STPLN. It is not the one of the
facilitator or enabler, but rather it seems to be more
related to the ability of navigating the diverse agendas
looking for possible connections and having the skills
(and some material resources) for trying out activities
together with others.
The experience of STPLN shows the need in D4SI to
move the discourse from compositions to composing,
from visions and hopes to actual insights from being
involved in social innovation activities, to understand
how composing is performed and what kind of
competencies are needed to work with it. Similar issues
have already been brought up in the field of D4SI. The
former director of Young Foundation (a leading
organization for social innovation) highlighted how
designers are often lacking skills in the implementation
phase, when it comes to organizing resources and
people (Mulgan 2009). A similar critique has been
raised by the design studio Inwithfor that has worked
with D4SI for a long time. They underline the need to
move from concepts and prototypes to developing and
spreading robust theories of change (Schulman 2009).
COMPOSING OR TINKERING?
In understanding D4SI as composing together, a
fundamental question relates to how to assess what we
are doing, this to understand if we are composing or just
tinkering, i.e., if we are creating prospects or just
playing safe towards future-as-usual. This is a central
issue in both conceptual and practical terms.
In conceptual terms, it is important to embrace how,
going beyond critique does not imply to suspend
critical mind, quite the contrary. D4SI has been
criticised for not considering the political aspects of its
actions (Tonkinwise 2010). This risk has emerged in a
quite evident way in the discussion about designers’
engagement in the implementation of Big Society policy
in England, where the development of communitybased public services seems to be not an attempt of
composing but rather a progressive withdrawal of the
State from delivering public services (Tonkinwise
2010). Similar discussions can also be found in the
opening of production, for example, in open software
and hardware fields, where it is discussed if open-source
approaches represent a possible seed for alternative
Figure 2: Workshops with Återskapa
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production, or if they have already been totally co-opted
by market forces (Bauwens 2009).
When it comes to practical terms, the line between
composing and tinkering may be blurred. A possible
way to navigate this is to consider how things travel,
i.e., who and what is involved in the composition, as
suggested by Latour (2010). Composing together aims
at generating things, which are both matters of facts and
matters of concern. In trying to understand if we are
generating alternative prospects, or if we are just
tinkering with future-as-usual, it is important to consider
how things may or may not travel. This idea can be
explained by looking at how STPLN worked both as
matter of fact and a matter of concern in relation to
economic growth.
My participation in STPLN was made possible through
a research project financed by EU structural funds
aimed at fostering economic growth and innovation.
The project involved a consortium of diverse actors: a
research centre (to which I belong to), a media cluster,
and regional departments. In this constellation, the role
of my organization was to set up three Living Labs that
were supposed to work as pre-incubators from which
new entrepreneurial activities, products and services
should emerge (more information on format and aims of
the Malmö Living Labs can be found in Björgvinsson et
al. 2010).
One of these labs was the workshop in STPLN
basement. Since its opening, the lab has been criticized
from other project partners due to the fact that it was not
delivering enough companies and jobs, which were two
of the project evaluation parameters. This lead to the
decision, a few months after its opening, to re-allocate
the remaining resources for the creation of a new
prototyping lab that could contribute more directly to
economic growth and innovation by engaging big
players in the region.
This unfolding can be used to argue why it is difficult to
judge if we are composing or tinkering, since things
flick between facts and concerns.
Figure 3: Fixing bikes at STPLN
One of the reasons why the STPLN lab is considered a
failure resides in its inability of delivering companies
and jobs. At the same time, it is possible to see how the
space is contributing to economic growth. Beside the
fact that some companies have been actually developing
in the space, other interesting “facts” emerged. Such as
the participant that by starting tinkering around with
electronics decided to take courses at university to
improve his education; or the number of long-term
unemployed people that is regularly coming to the space
and eventually being enrolled for internships there.
Other facts are related to the practices of repairing and
reusing, which, besides reducing costs and saving
materials (like the ones going on in the Bycicle
Kitichen), sometimes are even leading to new
entrepreneurial activities (like it happened with the
material bank). It is also a matter of socializing and
getting to know new people that, for example, are
attracting in the space a number of creative workers
looking for possibilities to enlarge their professional
networks. These facts may lie at the margins of the
economic growth discourse but it is easy to argue how
they contribute to it. At the same time they are issues
questioning and enlarging the understanding of
production: is it necessary just carried out only by
companies? What if it allows unemployed people to
“get back on tracks”? What if it becomes a way to
create social bonds and improve people skills? What if
it results in recycling and repairing rather than
consumption?
These questions are showing how STPLN is generating
things that are opening for a wider understanding of
what production is good for and that could lead to
prospects. However, at the same time, STPLN is failing
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in terms of composing, since “the facts” emerging in
the space have not been recognized as such by the local
actors working within the economic growth discourse.
The decision to invest in the new prototyping lab is not
bad per se, but it partially shuts down the possibility for
STPLN of being a composition, since, the withdraw of
the media cluster and the economic development agency
from the composition, might relegate the space in a
position (being a facility for leisure activities and
cultural artistic explorations) which puts it back in the
prospective of future-as-usual.
This story exemplifies how difficult it is to keep
compositions ongoing and make things travel. If the
things emerging from STPLN are not accountable in an
economic growth discourse, they cannot involve actors
related with that issues and this limits their possibility of
becoming prospects.
accountable in diverse discourses and this requires to
care about who and what is involved in the composition.
Figure 5: Making curtains at STPLN
CONCLUSIONS
The paper tries to contribute to D4SI by introducing the
idea of composing together to reflect on the long-term
involvement in a social innovation experiment.
Figure 4: One of STPLN companies
However this is a complex point, since even too much
travelling can lead to tinkering. A meaningful example
can be found in the opening of production, where freesoftware was renamed as open-source software, in order
to make this model acceptable by the business
community (Benkler 2006). This shift implied that some
of the political agendas were left behind, but on the
other side it opened the possibility for the open-source
models to travel further. Peer-to-peer and sharing-based
models are spreading in diverse realms, inspiring new
ways of organizing production. Of course, it can be
argued how giving up “free” for “open-source” was a
way to make these models appealing to the market, but
it has also created the opportunity for them to travel and
inspire, for example, new models for delivering public
services (Botero et al 2012). Making STPLN
accountable in an economic growth prospective would
allow the maker-space to travel further and create the
possibility of opening for prospects in the future-asusual of production. This certainly would imply that
some ideas and ways of working in STPLN could be
used to keep progress ongoing, but at the same time
they would hopefully spread and support the generation
of new prospects.
Trying to understand if we are composing or tinkering
implies to be aware of how prospects can become
futures. What emerges from the STPLN experience is
that, for travelling further, compositions need to become
D4SI can be understood as a way of composing
together, as an attempt of moving beyond being critical
and rather engaging directly in the collective creation of
possible alternative future prospects. Composing
together aims at generating things, gatherings of human
and non-human actors where practices and relationships
can be explored.
This perspective reinforces a possible role for design in
the generation of alternative practices for sustainable
living and working, however, it also highlights
criticalities as it emerges from the author’s involvement
with STPLN, a maker-space in the city of Malmö.
Particularly from this experience two issues are brought
up.
The first one relates to the need of moving the attention
from compositions to composing, from visions and
hopes to a better understanding of the practice of D4SI.
From STPLN it emerges how composing together is a
situated practice that depends on the context specific
situation. As a consequence, designers need to develop
not only approaches to deal with togetherness, but also
the ability to understand the specific setting they are
involved in. Moreover, some reflections on the role of
the designer in composing together are made, discussing
how the task of enabler may not be the most appropriate
one.
The second issue is related to the difference between
composing and tinkering, or how to assess D4SI work.
Particularly, from the STPLN experience, it emerges
how, in composing together, it is important to reflect
about how things travel further, that entails to consider
how things flicks between facts and concerns and who
and what is involved in the composing.
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Considering D4SI as a way of moving beyond critique
towards composing together represents a bold statement
that is far from being proved. However, introducing this
perspective gives the opportunity to discuss more in
detail the actual practice and challenges of D4SI.
ACKNOWLEDGMENTS
Thanks to Pelle Ehn, Richard Topgaard all the people
involved in STPLN
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from designing for to designing in the making
together
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OPEN WEARABLES: CRAFTING
FASHION-TECH
VALERIE LAMONTAGNE
CONCORDIA UNIVERISTY
VALERIE@3LECTROMODE.COM
ABSTRACT
This paper investigates the role of the designer in
the “opening” of culture in fashion and technology.
In particular it explores the convergence of “open
practices” at the vanguard of technologies and
fabrication processes found in the history of
Modernist fashion, as well as recent popular uses
of rapid prototyping technologies, engineering, and
more specifically wearables design practices.
1. INTRODUCTION
Two narratives that contextualize the relationship
between open culture, technology, and the history of
fashion are proposed in this paper.
The first narrative is rooted in turn-of-the-century Paris,
where the concept and role of the fashion designer was
birthed in tandem with unheralded innovations in the
manufacturing industry. This transformation changed
and challenged our relationship with garments, the
changes stemming from shifts in clothing’s cultural
capital and the processes associated with their
production.
The second narrative stream explores the expanding
landscape of current hybrid techno-artistic practices of
wearables design and production—a field combining
technical know-how from various fields, including
engineering, textile innovation, fashion production and
sartorial expression. The common thread tying these
stories together is found in the increased access to
materials, technologies and skill-practices since the
modern era. Access to materials, tools, and information
figure prominently in the drama of how fashion and
technology came to be “opened up” through open
design practices.
2. FASHION AND ENGINEERING
Fashion and engineering, as practiced-based disciplines,
have more in common than is initially visible. To begin
with, both are practices rooted in research and iteration
that participate in a continuum of evolution and constant
transformation. The products of fashion and technology
are transient, trend-driven, technology-based and
irrevocably “of the moment.”
Fashion and technology are also both children of the
modern era. Technology and fashion as we know it
emerged at the turn of the century as a result of rapid
change in material and industrial innovations, social and
economic events, and mass-market transportation
networks (Entwistle 2000; Lipovetsky 1994).
As cultural products, fashion and technology define and
materially embody the times during which they are
designed and used. As cultural artifacts, they are
beacons of our desires, projected fantasies, hopes and
beliefs. Fashion and technology crystallize the
contemporary in an ever-unfolding and insatiable
process of production. I will also argue that, perhaps
due to their fleeting and evanescent nature, the survival
and constant re-invention of fashion and technology is
deeply entwined with open culture practices in which
the sharing of information, techniques and processes are
key.
2.1 MODERNISM, SEWING & FASHION
Before 1900, there were no real fashion designers.
There were garment makers or seamstresses who gained
a reputation by executing the sartorial visions of their
clients, making to-order garments based on general
stylistic trends or rank (Entwistle 2000; Lipovetsky
1994). However, they did not consider themselves
artists or creative individuals. All this changed in Paris
at the early turn of the century, when couturiers such as
Paul Poiret marketed and crafted identities as “artists,”
as opposed to mere “makers.” It was Poiret who, in
1904, pronounced himself a fashion “designer,”
claiming the position of style arbitrator (Troy 2003;
White 1973; Wilson 1985). Having worked at the House
of Worth (1990-1004), Poiret was the first to align his
craft with artistic practices such as Modern painting and
sculpture that were coming to the fore in Paris and
Europe at the time. In this climate of economic
affluence, rapid social change and artistic dynamism,
Poiret cast himself as a fashion innovator, gaining
international influence and markets across Europe and
America (Troy 2003). Within his active career (19031929), Poiret was dubbed “The King of Fashion” and
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“Le Magnifique.” He was prolifically active in fashion,
perfume, film and theatre costumes, and fashion training
schools, as well as the international trunk shows that
brought him to America numerous times. At peak of his
influence, Poiret’s styles and opinions made numerous
news headlines and transformed the ways in which his
clients and society at large viewed fashion’s role in
society (White 1973).
invitations and set designs for fashion shows. In fact,
Poiret is one of the inventors of today’s runway
performance. Heavily inspired by theatre work, he
mounted theatrical showcases of his fashion designs on
custom stages in his couture house as well as
department stores such as Gimbels in New York City
(Troy 2003).
2.3 TRADEMARKS AND LOGOS
2.2 PARIS AND FASHION
Not coincidentally, the upgrading of the garment
“maker” to that of a “designer” and “artist” arrived at a
time of great technological and material transformation
that affected the social and tangible make-up of
everyday life (Berman 1988; Kern 1991). At the turn of
the century, numerous technological changes
transformed the social sphere, including the
proliferation of transportation channels—from trains
and automobiles to steam-powered ships—that
facilitated the exchange of ideas, styles and social
groups across a larger geographic area. Also in this time
period, city architecture was completely transformed.
Baron Georges-Eugène Haussmann re-tooled the
Parisian cityscape, adding wide boulevards, street lights
and clean, safe paved streets and alleys; these
developments changed the way that the city was used
and by whom. The modern city’s infrastructure of
boulevards, civic parks and interior shopping arcades
encouraged greater urban mobility, especially among
the women who could now walk though the city safely,
without social stigma.
These changes in transportation and urban design—
along with an increase in economic prosperity and
leisure time on the part of a growing middle class—
contributed to the increased importance of personal
sartorial expression, as well as the exploration of
fashion innovation and variety (Entwistle 2000;
Lehmann 2000). The modern era built a need for
individuals to be seen as being personally expressive,
combined with a desire to display newly acquired
wealth, social standing and stylistic “savoir faire.”
During this same modernist era were cemented the
legacies of today’s major Parisian couture houses. Many
now-ubiquitous couture labels had humble beginnings
as “makers.” These artisans and craft-focused ateliers
later evolved into significant style arbitrators and
international economic powerhouses. Louis Vuitton, for
example, was known as a luggage maker who dabbled
in doll clothes up until the mid-twentieth century. Coco
Chanel, the revolutionary designer who introduced
“poor” materials and sportswear cuts to fashion, worked
primarily as a seamstress until the First World War.
However, is was Poiret who daringly embarked on a
journey of making fashion fashionable for its own sake.
Influenced by the bohemian scene of artists living in
Paris at that time, Poiret is known for having done away
with corsets and embraced Oriental themes and textiles;
he was also influential in introducing the public to
works of contemporary artists such as Raoul Dufy,
featured in the couturier’s textile designs, party
By all accounts, Poiret was very media savvy for his
era. He took every opportunity to promote his name and
brand. When he discovered that his designs were being
forged in America and at home, he became president of
La Chambre Syndicale de la Couture, laying the
groundwork to protect intellectual property design in
fashion. Many other growing couture houses were also
becoming more and more invested in protecting their
brand. This legalistic push to protect the integrity of
creative elements, until then unseen in the garment
industry, led to the creation of logo copyrights as seen
today. To this day it is logos and trademarks that are
prominently protected, much more than the aesthetic cut
or style of a garment or accessory, though there have
been recent cases to the contrary, such as Christian
Louboutin trying to protect his famous red under heel.
2.4 PATTERN-MAKING AND DISTRIBUTION
Figure 1: Paul Poiret advertisement 1912.
The rise of the “designer” occurs, interestingly, in
parallel with both the proliferation of home sewing
machines and an increased access to products such as
textiles imported from various parts of the world, giving
everyday “makers” an opportunity to craft their own
design (Breward & Evans 2005). This meant an increase
in makers, as well as access to the tools to make things
at a higher level of quality and customization.
Therefore, it wasn’t only the logos by Poiret (and other
designers) that were being copied. In fact, professional
seamstresses and store manufacturers were reproducing
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entire styles and patterns—sometimes as legal and
“official” copies. For Poiret and his contemporaries, a
more radical approach had to be taken to protect the
“intellectual property” of their designs and their status
as “designers.” The pirating of patterns occurred
especially in America where Parisian styles were all the
rage, and Poiret was considered the City of Light’s
reigning monarch. In an effort to stave off imitators,
Poiret created one of the first official designer
“patterns,” sold and “authenticated” as an original “Paul
Poiret” design. Although it was intended to protect the
integrity of the designer, what Poiret had in fact
inaugurated was the democratization of fashion as seen
in designer patterns today from Vogue to McCalls.
Instead of authenticating his products through their
origins (made in his Paris atelier) or their logo, these
patterns placed value on the design of the product,
rather than the product itself. The design as opposed to
the origin of making was most valued. Poiret can also
be credited, via his proliferation of patterns, as the first
populist DIY promoter of fashion, though he may not
have thought of it this way.
natural evolution of open design practices stemming
from innovation and re-thinking in modern fashion, art
and technological popularization.
3.1 MATERIALS
3. OPEN DESIGN AND WEARABLES
The field of wearables would not be where it is today
without the belief that artists and designers had
something to contribute to technology. Coined in 1991
by Steve Mann at MIT, “wearables” as fashion tech has
principally been a door through which the material
experimentation of electronics could be elaborated in
design contexts, often related to the body, as this is the
site of technological exploration for wearables. Books
such as “Physical Computing” by Tom Igoe from New
York University’s Interactive Telecommunications
Program revolutionized the language of electronics,
making it accessible to a whole new set of actors with
art backgrounds and hacker mentalities (Igoe &
O’Sullivan 2004). In Canada, robotics pioneer Norm
White at OCAD schooled computational innovators
such as David Rokeby, forever changing the landscape
of media arts practices from users of tools (such as
video cameras) to makers of tools (such as circuits and
programming languages).
The exciting ramifications of such a shift in thinking
about fashion creativity, from a finished object to one
which may be executed and potentially customized by
others, inspired the values also at the heart of the avantgarde open design culture blossoming today. Design kits
and DIY templates executed by individuals factor in and
inevitably celebrate the vagrancies of different styles of
interpretation, material choices, tool-exploration and
end results. Fashion patterns, along with numerous kits
from multiple industries, became popularized at the start
of the 20th century. One could order kits, instructions
and materials to build such things from homes to radios,
from socks to furniture. These original templates form
the core of open culture thinking today, a revival of prepost industrialism and craft engagement as described by
Sennet (Sennet 2008). According to Andersen and
Gershenfeld, we are presently facing a new kind of postindustrial revolution of “making,” enabling individuals
to enter the chain of production on a small and personal
scale (Andersen 2012; Gershenfeld 2005).
Closer to the field of wearables, Leah Buechley
developed the LilyPad Arduino platform, the first
instance of adapting electronics for wearables. From an
engineering perspective, Arduino is like a cake mix for
arts electronics, bringing all essential ingredients
together and simplifying the language. Since then, other
companies such as Adafruit’s Flora, Aniomagic and
SparkFun have expanded the repertoire and accessibility
of materials and technologies offered to users, making it
even easier to customize electronics effects.
Furthermore, “prêt-à-faire” (ready to make) DIY
practices in fashion—incorporating the new production
technologies of digital textile printers, 3D printing, and
laser cut patterns—are being seen all over the runways,
heralding a new way of conceiving of how to dress the
body. In less than 10 years, we have seen the material
landscape of wearable technologies not only expand but
become dynamically accessible, affordable, and full of
potential for creative “designerly” (as opposed to
thinking that only engineering matters) results.
Wearables, the result of the admixture of fashion and
electronics, are closely aligned with the growing
movement of open design practices and access to
technology. Wearables has greatly benefited from a
belief that the field has the potential to amalgamate
contributions from many individuals and practices
coming from the fields of engineering, electromechanical industries, textiles and fashion field. As
well, the field of wearables and fashion-tech would not
be where it is today without immense contributions by
people working in electronics, craft, hobbyist and other
forms of admixtures of tech-design experimentation that
are increasingly open-sourced and available via
networks such as the Web. In this section I want to
highlight how current innovation in wearables is a
3.2 ACCESS = KNOWLEDGE + TOOLS
Open design practices flourish with access to
knowledge and tools—this means placing not only
materials and tools within easy reach, but the practices,
methods and knowledge that give ready hands access to
creative solutions. There are two prominent areas of
access: the first is through publishing, formerly the
Diderot’s Encyclopédie, now encountered in the
everyday as how-to manuals, guide-books, and
increasingly the Internet with its wealth of photo and
video tutorials. Books such as Sabine Seymour’s
“Fashionable Technology” and “Functional Aesthetics,”
Syuzi Pakchyan’s “FashioningTech,” the collaborative
“Open Softwear,” and Otto von Busch’s hacking
couture guidebook “Becoming Fashion-able” have
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proven important in bringing wearables to an audience
of novices. Furthermore, sites such as Instructables and
Craft, FashioningTech, and Etsy feature a wide range of
technology, craft-based tutorials and ideas for materials,
methods, providing inspiration and a community to
share it with.
Other websites such as Thingiverse share files for the
emerging practices of 3D printing and other forms of
machine-tooled and 3-dimensional object making.
Tangible meeting and working sites and fabrication
laboratories (or FabLabs), such as ProtoSpace (Utrecht,
Netherlands) and Open Design City (Berlin) as well as
labs such as V2_ (Rotterdam) have made a significant
change in the availability of access to machines such as
3D printers and laser cutters, as well as bringing
individuals into contact with a community of technical
and computational experts. Of course, festivals, fairs
and events such as MakerFaire, SIGGRAPH, SXSW,
Transmediale, FutureEverything and ISEA provide
great opportunities to share knowledge and skills and
meet the actors involved in the global shift of sharing
design expertise. In short, the design, art and technical
world is producing an increasing number of nodes of
information, sharing, encounters, testing, advice and
hands-on material making.
consumer can better appreciate the importance of design
and the power of networked and rapid prototyping
technologies in making ideas tangible. These kinds of
open access platforms have been thoroughly explored
and documented at Amsterdam’s Open Design Lab of
the Waag Society where designers are encouraged to
create “open” design for commerce (Able, Evers,
Klaassen & Troxler (Eds.) 2011).
3.4 UNZIPPING WEARABLE FASHION
3.3 SOCIAL ADAPTATION = MADE 4 U
Another area of interest is how remote and online
platforms are proposing ways for designers and
consumers to collaborate in creating open designs.
Using as a template the pattern adjustments and choices
of textiles or embellishments that sewing patterns
provide, online and rapid prototyping technologies offer
new opportunities for social adaptations. Customization
and user-input platforms invite experts and novices
alike to reproduce, modify, improve, customize, and be
inspired by the work of others. This type of network and
platform fosters co-creation, and “personal design
nodes” where the shape and making of design can be
seamlessly personalized and adapted to use or aesthetic
preference, It is both about the personal and the
collective in as much as it solicits input from individuals
for their needs and desires while also keeping the
practice and knowledge open-ended enough for
collective contributions and specializations over time.
Products such as the user-generated, nature-inspired
jewellery by Nervous System and Shapeways propose
new and exciting design collaborations where the results
unfold unexpectedly. From within fashion, companies
such as Unitestyles propose platforms to customize their
designs, while the über-rarefied Maison Martin
Margiela has been inviting users since 2004 to adapt
unfinished designs to their liking and post them online.
Finally, computational couture mavens such as May
Huang propose 3D algorithmic designs, which are also
user-generated. These online platforms offer a way in
which the consumer may become part of the design
process—an invitation which can at times be daunting,
yet exciting. Even in the event of a design failure, the
Figure 2: Pauline van Dongen, Morphogenesis Shoe, 2011.
Open design materials, knowledge and tools, as
previously mentioned, have democratized and
‘unzipped’ wearables practice. Increasingly fashion-tech
is making use of an increasing complex array of
engineering and computational skills, sartorial
knowhow and material experimentation, making the
design studio more akin to a laboratory producing new
aesthetics and technologies to transform the body. What
were previously craft or technical-only niche groups are
becoming increasingly mainstream—yet independent—
hybrid tech-fashion design studios. The factory is no
longer over “there” but rather down the street, or in our
living rooms. Access to high-tech tools and experts is
‘industrializing’ the practice of small scale designers,
giving them more options to professionalize their craft
through access to custom circuits, 3D printing, laser
cutting, etc. These technical networks, both local and
networked, help shape the hybridization of the
wearables field by giving designers access to
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specialized knowledge and tools, resulting in the
expansion of their material repertoire and craft
expressiveness.
4. 3LECTROMODE
Increasingly, fashion is playing an important role in
communicating who we are— from the personal to the
global—as it did at the turn of the 20th century (Barnard
2002). Fashion designers are regularly pushing the
material envelope of what our sartorial choices can say
about us. Contemporary designers such as Dutch
Pauline van Dongen have collaborated with 3D printing
companies like Freedom of Creation to create 3D
printed shoes, while Iris van Herpen, also Dutch, has
created entire garments out of 3D printing technologies.
Anouk Wipprecht has collaborated with wearable art
labs such as V2_ to develop interactive garments that
paint themselves, become transparent or are made of a
cloud of smoke. These garment designs, though
speculative for the moment, are forging a new material
vision of what our garments can be and how they might
convey who we are in a dynamic technological fashion
world.
Meanwhile, other aspects of wearables are forging
emerging tangible interfaces for technologies to be
embedded in garments in a very concrete way. Diffus, a
Danish design studio, has paired with Swiss lace
company Forster-Rhoner to develop working prototypes
in wearables that piggyback on century old know-how
in lace making. Together they have fabricated solarpowered embroidered handbags that combine
embellishment with functionality. Moon Berlin, a Berlin
fashion label exploiting light in their designs, have
collaborated with the Fraunhofer IZM, an
internationally reputable institution for the testing of
technologies, to incorporate state-of-the-art stretchable
circuits into their bespoke designs. All of these wearable
designers are tapping into expertise and tools that are
distributed on an increasingly collaborative scale. This
is in part due to the many technical (garment, design,
textile, electronics) types of expertise needed to create
aesthetically and technically successful wearables.
These are just a few of the examples of design and tech
industries coming together to explore the potential of
wearables. Often the collaborations are open exchanges,
birthed out of necessity, stemming from this
increasingly high-tech, hybrid, networked
cottage/professional industry in which fashion
innovation and electronics developments converge in
professional yet highly craft-focused fashion-technology
collaborations. Though the overlaps in knowledge fields
of wearables at times come from divergent
technical/artistic fields and economies, there is a desire
for “sharing becoming a default standard,” as noted in
the Creative Common’s recent anthology of interviews
The Power of Open. This is a revolutionary moment for
wearables and 3D objects—similar to the paradigm shift
that occurred in the 2D world of desktop publishing in
1985—which we should embrace, share, contribute to
and protect via Open Design philosophies and practices.
Figure 3: 3lectromode, “Future Matter” 2012.
4.1 DIY KITS
I want to take this opportunity to speak about my own
involvement in open design, via the 3lectromode
platform. 3lectromode has a vision to innovate in the
field of wearables by combining technology with
customizable prêt-a-porter fashion. As a small group of
practitioners working in the field of fashion and
technology, we aim to inspire a future where wearables
are democratized and aestheticized. We are interested in
developing accessible wearables combining DIY
technology with current fashion research and aesthetics.
We are fascinated with the potential for technology to
create new modalities of interaction between the body
and its environment, and are interested in the expressive
potential of technology to transform the experience
derived from garment use from the poetic to the
practical.
4.2 PRÊT-À-PORTER TECH
Key to 3lectromode’s design ethos is the desire to create
a library of open sourced fashion designs, which can be
easily assembled as kits by anyone with an interest in
wearables, electronics or fashion. The kits come
complete with the printed garment, the necessary
electronics and instructions, taking the guesswork out of
electronics assembly while allowing the user to create a
customized and fashionable design. Designs are printed
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on textile printers on which also include the layout of
electronic schematics and sewing directions. The
methods for assembling the electronic components of
the wearable are integrated into the design and can be
visually followed, much like a paint-by-numbers
picture, without having to refer to a manual. Each piece
is uniquely designed, and comes with customizable
options for different print patterns, colours, models and
sizes, giving the user-end designer the agency to
creating his or her own iteration. Computational
variations are also included to modify the LilyPad
Arduino program. So far, 3lectromode designs have
focused on integration of LEDs with various sensors,
using the LilyPad Arduino platform for electronic
components and programming. 3lectromode’s kits are a
perfect entry point into wearable technology because of
their graphic visualization of electronics assembly
methods, while also creating the possibility to handmake uniquely stylish and fashionable garments. In the
process of testing out this open design platform, we at
3lectromode have been interested in integrating
feedback from the user-end designers and welcoming
collaborations on the sharing of techniques, designs and
applications. Ultimately, while maintaining a stylistic
curatorial vision true to 3lectromode, we are also
interested in seeing how people might hack and interpret
our work in an open design fashion.
articulates itself as a kind of bridge between fashion and
technology.
Figure 5: 3lectromode, “Strokes&Dots” 2012.
ACKNOWLEDGMENTS
I would like to thank Christopher L. Salter, Lars Bo
Løfgreen and Isabelle Campeau for their participation in
sharing ideas and expertise as well as acting as idea
bouncing boards.
Figure 4: 3lectromode, “Strokes&Dots” 2012.
3lectromode as a platform was created for selfish
reasons—to create wearables that one could wear in the
everyday that have a higher design value component
than some of the one-off (and admittedly fashionstarved) productions made in a crafting context. It’s
really the meeting of the sewing pattern and DIY
circuit-design used to create recipes for making fashion
that is at the heart of 3lectromode. Our designs are
somewhere between a prototype for wearables and a
way of having engineers discover fashion, or
fashionistas discover engineering. 3lectromode
I am grateful to the FQRSC (Fonds québécois de
recherche sur la société et la culture); Canada Council
for the Arts; Conseil des Arts et des lettres du Québec,
Hexagram, and CUPFA (Concordia University PartTime Faculty Association) for their generous financial
support for production and doctoral research. A
previous version of this paper was published in
HCII2013.
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Berman, M. 1988. All That Is Solid Melts Into Air.
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Breward, C & Evans, C. (Eds.) 2005. Fashion and
Modernity. Oxford & New York: Berg.
Entwistle, J. 2000. The Fashioned Body: Fashion, Dress
and Modern Social Theory. Cambridge: Polity.
Gershenfeld, N. 2005. FAB: The Coming Revolution on
Your Desktop—from Personal Computers to
Personal Fabrication. New York: Basic Books.
Igoe, T & O’Sullivan, D. 2004. Physical Computing:
Sensing and Controlling the Physical World with
Computers. Boston: Thomson Course Technology.
Kern, S. 1991. The Culture of Time and Space: 18801919. Cambridge & London: Harvard University
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Lehmann, U. 2000. Tigersprung: Fashion in Modernity.
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Modern Democracy. Catherine Porter (Trans.).
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Sennet, R. 2008. The Craftsman. New Haven &
London: Yale University Press
Troy, N. J. 2003. Couture Culture: A Study in Modern
Art & Fashion. Cambridge & London: The MIT
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Modernity. London: Virago.
COLUMNS ON THE FINAL PAGE SHOULD BE OF EQUAL LENGTH
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DESIGNING SUSTAINABLE FUTURES
SARA ILSTEDT
JOSEFIN WANGEL
GREEN LEAP
CESC – CENTER FOR SUSTAINABLE
COMMUNICATIONS
KTH, ROYAL INSTITUTE OF TECHNOLOGY
ENVIRONMENTAL STRATEGIES ANALYSIS &
CESC – CENTER FOR SUSTAINABLE
COMMUNICATIONS
KTH, ROYAL INSTITUTE OF TECHNOLOGY
SARAI@KTH.SE
WANGEL@KTH.SE
ABSTRACT
This paper discusses how future studies and design
could enable a more conscious and participatory
engagement in our common future. The starting
point being that representations of the future are
often done in an abstract and quantitative manner,
which hinders a broad engagement, and
understanding of the implications of the scenarios
presented. We discuss how on-going research
including experimental design methodologies can
insufficient information (Nelson & Stolterman 2003).As
such design can be seen as an archaeology of the future,
since it like archaeology of the past, tries to make a
coherent image of something we know very little about
(Dahlbom et al. 2002)
Being a user-oriented and problem-driven practice,
design have tended to focus on developing products and
services that are incremental, close in time, familiar and
intended for tomorrow rather than the next decades or
century. But sometimes, typically in times of large
societal challenges, the object of design becomes larger,
more speculative and ambitious in scope. The past is
filled with such examples, such as the Stockholm
exhibition in 1930, were architects and designers
created a modernistic, light city infused with dreams of
a society with no housing shortage, diseases or dirt.
be used to make images of the future more
concrete and accessible. Finally, we argue, not
only for prototyping as a method to make the
ungraspable future more concrete, but foremost for
a designerly approach to the most important of all
stakes - the future.
INTRODUCTION: CREATING DESIRABLE
ALTERNATIVES
In its most basic sense the future is one of three time
modalities, the past and the present being the other two.
According to Western secular philosophy the future
does not exist in any other way than in our imagination.
This renders the future outside the scope of objective
investigation. That the future does not exist implies that
it is characterised by openness and surprise but also that
it is possible to influence.
Design is profoundly engaged in the future; in how to
make tomorrow’s everyday life better working, looking,
smelling and tasting, more supportive to our bodily
needs and the ecological limits of our planet. In short,
design is about “how things ought to be” (Simon 1969).
To accomplish this, design methods need to be able to
cope with an abyss of complexity, contradiction and
Figure 1: The restaurant “Paradise” at the Stockholm
exhibition 1930
The exhibition and the later book “Acceptera” (Asplund
et al. 1931), made a tremendous impact on artists,
politicians and academia at the time. It convincingly
demonstrated a new way of life and this “functionalism”
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soon became the aesthetical language of the large scale
Swedish societal reformation project “Folkhemmet”
(i.e. “the Peoples home”) for the 20th century. Another
and more recent example is how research and
development within ICT in the late 1990s was inspired
by imaginative scenarios from literature. One example
being Mark Weiser’s famous visions of a world infused
with computers (Weiser 1991), or Gibson’s
“Neuromancer” – a more dystopic but still engaging
description of a world of networked computers and
digital data called Cyberspace (Gibson 1984). These
two examples are very different, but they have in
common that they envisioned ideas about the future in
such a way that it attracted peoples’ creative powers and
channelled their work to a joint goal.
Today we face challenges that are even larger than in
the 1930s. While modernisation has brought about great
achievements, we know today that the modern society
also has severe consequences. Climate change, water
stress and biodiversity loss are just a few examples of an
on-going environmental and social degradation that
must be halted. While many targets and roadmaps are
formulated with a timeframe of fifteen, thirty or fifty
years, the transition to a more sustainable society needs
to start now. The last decade there has been an increased
interest on the role of design in sustainable development
evident in fields such as product design (Chapman
2005), design for social innovation and sustainability
(Manzini & Jegou 2003), interaction design, (Broms et
al. 2010), and critical design (Mazé & Redström 2009).
However, in light of the radical and systemic changes
needed the typically small-scaled nature of design in
which specific products or services are in focus is
insufficient. There are a number of reasons to this.
Firstly, for such small-scaled experiments, interventions
or developments to make a substantial contribution in
respect of sustainability they need to be widely
disseminated or carried out in such a way that they alter
also the larger scale structures of society (Manzini &
Rizzo 2011).
Secondly, even if such an up-scaling would be achieved
the gains achieved through cleaner production and
greener technology are still being outpaced by the
increasing volumes of consumption and rebound effects
(Stø et al. 2006): “What does it help that airplane
engines become 1 percent more fuel efficient if air
travel at the same time increases by 5 percent?” (Sanne
2012, author’s translation). In order to counter or avoid
rebounds and to achieve a more sustainable
consumption it is not as much the products and services
as the practices, i.e. what we do and how we do it that
must be altered.
Thirdly, and related to both the first and the second
point, the focus on products and services alone, or even
taking these as the starting point, is problematic also as
it fails to take into consideration the complexity of
social practices, i.e. the socio-material micro-contexts in
which these new products or services are to be fitted.
Only trough a successful integration of the new product
or service in the everyday life practices of people can a
wide dissemination become achieved (Shove & Pantzar
2005).
Fourth, these new products, services and practices also
need to be integrated into a bigger picture vision of what
a sustainable society could be. A vision in which
sustainability is seen not as a vague ‘something better’
but as a clearly defined level of resource use and
environmental impacts that is within the carrying
capacity of Earth.
However, imagining how a sustainable society could
look like and how to get there can be hard. Partly
because present structures and trends can appear almost
impossible to alter – how will we ever be able to break
out of this consumption bonanza? Partly because a
sustainable future can appear so dull – no holiday trips
to Barcelona, no fancy apartments, no basmati rice? One
reason to why a sustainable future might seem dull is
because it often is depicted on basis of a number of
restrictions only – we are lacking desirable alternatives.
This is where backcasting comes into the picture.
Backcasting is an explicitly normative futures studies
approach by which target-fulfilling images of the future
can be developed. But as will be discussed later, when it
comes to the potential of initiating radical and systemic
changes such as a transition to sustainable lifestyles also
backcasting has its shortcomings, something that we
think a closer collaboration with design can help to
abate.
The aim of this paper is twofold. The first aim is to
discuss how design methods together with backcasting
can create scenarios of sustainable futures that are
engaging, participatory and concrete. The second aim is
to introduce the on-going research project “Prototyping
the Future” that seeks to accomplish such a merge. This
also includes reporting on some early results derived
from a pilot study within the project.
BACKCASTING
Backcasting is a normative futures studies approach that
was developed in the 1970s as an alternative way of
energy planning (Robinson 1982, Quist & Vergragt
2006). The prognoses of that time pointed at a future
with an accelerating energy demand and a need for a
substantial increase in energy production capacity. With
the risk of energy crises in mind and a growing
environmental awareness such a future was conceived
as highly problematic and undesirable. In contrast to the
predict-and-provide approach of traditional energy
planning, backcasting enabled taking the starting point
of what a desired future level of energy use would be,
and designing policies accordingly (Robinson 1982,
2003). Since backcasting was first developed, energy
systems as such have remained quite a dominant object
of study, especially in connection with climate change
but backcasting has also been used to explore more
sustainable futures in terms of transport and mobility,
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food, water, land use, buildings, cities, and household
activities such as cooking.
A typical backcasting study includes by three central
subsequent elements: (1) the formulation of a
demanding target which cannot be reached without
major societal changes; (2) the development of one or
more images of the future in which this target has been
met; and (3) an analysis of these images in relation to
e.g. other societal goals and/or in relation to the present
state. The resulting scenarios and analyses can be used
to problematize contemporary trajectories and to raise
awareness of the tension between short-term gains and
long-term targets, through showing that an image of the
future in which environmental targets has been met
cannot be reached without more radical changes than
are proposed today. Furthermore, backcasting can be
used to examine how the gap between the desired
(sustainable) future and the present could be overcome
and what potential conflicts or synergies for other
societal targets or high priority issues this could imply
(e.g. Höjer et al. 2011; Robinson 1982, 1990). The
images of the future developed through backcasting also
serve an important role as counter-prognoses,
challenging and altering what changes are conceived as
possible, and how they could be initiated and managed
(e.g. Dreborg 1996; Höjer et al. 2011; Robinson 1988).
It is this function, the process of altering expectations,
which is in focus here.
ALTERING EXPECTATIONS
In his lecture memo on ‘Visibility’, Italo Calvino writes:
“[a]t one time the visual memory of an individual was
limited to the heritage of his direct experiences and to a
restricted repertory of images reflected in culture.”
(Calvino 1993, p. 92). The historian and philosopher
Reinhart Koselleck (2004) conducts a similar line of
reasoning through denoting our “field of experience”
(that which we have experienced) constitutive for our
“horizon of expectations” (that which we can expect). In
other words, we cannot expect something of which we
do not have any experience.
However, our pool of expectations is not only a direct
result of our pool of experiences, but also of our
imagination through which our experiences can be
reconfigured and combined in new and unexpected
ways: “The imagination is a kind of electronic machine
that takes account of all possible combinations and
chooses the ones that are appropriate to a particular
purpose, or are simply the most interesting, pleasing or
amusing.” (Calvino, 1993, p. 91). To gain further
insight into how scenarios contribute to this, Aligica
(2005) proposes using theories of thought experiments
and conceptual blending. Backcasting is a way to
facilitate this reconfiguration and to focus the
imaginative power in a desired direction. As other types
of stories scenarios can thus be used to diversify and
challenge understandings and practices through renarrating everyday life habits in an unfamiliar way
(Eckstein 2003; Rasmussen 2005), thus contributing to
activate creativity and stimulate discussions through a
what Robinson (1988) denotes as a process of
unlearning and relearning.
TWO PROBLEMS WITH BACKCASTING
To engage people in the development of an image of the
future, or for disseminating results, the content of a
backcasting study must be represented in a way that
makes it interesting and accessible for the intended
target groups. However, while backcasting scenarios
can be used to provide exactly the kind of explicit and
bigger picture vision of a sustainable society lacking in
design, the scenarios produced are often too macroscaled, quantitative and abstract to communicate with
people who are not policy-makers or planners (Wangel
2012).
Part of this problem can be dealt with through changing
the level at which the changes are elaborated. Besides
traditional ‘Policy Orientated’ types of scenarios, there
are also ‘Design Orientated’ scenarios where the
changes are explored at the level of end-users (Manzini
& Jegou 2000; Green & Vergragt 2002). The original
idea of the design oriented scenarios was to create
inspiration for 'designers' (in industry, government,
universities or NGOs) to develop products and services
that could contribute to realise steps towards these
scenarios. Through being elaborated at the level of
everyday life, design oriented scenarios also hold the
potential to in a more tangible way than the policy
oriented scenarios, show how life in a sustainable future
could be like.
The other part of the problems associated with
traditional backcasting calls for rethinking the ways
images of the futures are being represented. In spite of
the ambition to alter the expectations of people, the
images of the future are often represented in rather
technocratic and scientific ways only and are typically
(mainly) disseminated as scientific publications. An
image of the future is often described through a
combination of quantitative and qualitative statements.
The quantitative part of an image of the future can be
described as a fictitious statistic, telling the reader about
demographics, precipitation, the number of electrical
vehicles per person, or other information seen as
relevant or illustrative. The qualitative part of an image
of the future is typically made up of a narrative through
which the future state is described by words instead of
numbers.
The starting point for the project “Prototyping the
Future” is to abate these two problems through
combining backcasting and design methodologies.
Using an already existing backcasting study as the basis
the project seeks to developing concrete, accessible and
micro-levelled representations of desirable and
sustainable futures in which sustainable life-styles has
become the norm.
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PROTOTYPING THE FUTURE
Prototyping the Future is a two-year project situated at
Green Leap, an arena for design and sustainability
belonging to CESC, Centre for Sustainable
Communications at KTH - the Royal Institute of
Technology in Stockholm, Sweden. The project brings
together a multidisciplinary team that includes
researchers from design, future studies and
environmental systems analysis with practitioners in
product, service and digital design.
Instead of developing yet another scenario of
sustainable urban life we take as a starting point for our
design process the book Images of the Future City:
Time and Space for Sustainable Development (Höjer et
al. 2011). The book develops six different scenarios of a
future (2050) sustainable Stockholm based on how
space and time is used by the citizens. Here fourteen
researchers from numerous disciplines offer details on a
variety of aspects of a future sustainable city, including
travel, housing, eating, time use, consumption and urban
form. In the book, areas of everyday life such as
personal consumption, housing, food, transport and care
are discussed in detail, providing a rich material for the
design process. In spite of its title (and to the
amusement of the designers in the team) the book is
however completely lacking images.
The study presented in the book sets some important
and strict delimitations of what a sustainable future is
regarding the use of energy. For example embedded
energy in consumer goods is accounted from a
consumption perspective meaning that it debits the
nation where the good is bought and used and not where
it is produced. Sweden’s use of electronics would
therefore be attributed to us and not to e.g. China. From
a consumption based perspective Sweden’s ecological
footprint is not slowing down as the official reports
claim, but is steadily growing (SEI 2012). Another
important outset is that the energy resources are equally
divided between all citizens in the world. In other
words, we will not be able to use more energy at the
expense of others. Based on this and taken into
consideration technical development, renewable
energies and higher efficiency, it is estimated that we
need to lower our energy use with 60% compared to
present levels (Höjer et al. 2011).
We are of course aware of the inherently ambiguous
nature of sustainability, but still settle for a natural
science based definition of what a sustainable level of
resource use is (in this case focusing on energy) while
allowing for diversity in terms of how life could look
like within these boundaries; in other words, to design
(for) a variety of sustainable lifestyles.
The overarching aim of Prototyping the Future is to
normalise sustainable life-styles. Normalisation is an
interesting process as it can change what we perceive as
perfectly normal to completely alien in a very short
time, such as when smoking was prohibited in public
spaces in Sweden. Going back to the discussion on
altering expectations it is also important to point out
that expectations are not ‘innocent’ mental constructs,
but are constitutive to what actions we take (or do not
take) when striving for sustainability (Albrechts 2010;
Sandercock 2003). As our expectations concerning what
futures we consider probable, possible and preferable
are not only the result of personal taste, beliefs and
imagination, but are socially mediated (Asplund 1986,
Edwards 2008) the process of normalising sustainable
lifestyles must address people as social beings, and not
as individual decision makers. The challenge is thus to
develop representations of sustainable futures that can
be shared, discussed, debated and altered, and that
embrace and acknowledge a variety of drivers and
barriers for change as well as diversity in terms of what
a sustainable lifestyle could be like.
What we see before us is some kind of digital
experience, or game, where a user, alone or in a group
can explore what a sustainable lifestyle could be like.
The aim is to make this ‘game’ available on the internet
and also to log how users interact and what choices they
make. In order to get feedback for further development
we strive to create a prototype that is open, inviting and
accessible for a multitude of different users. The project
Prototyping the Future is however best looked upon as a
prototype in itself, a first attempt to combine design
methods, future studies, environmental systems analyses
with prototyping methods and digital tools for design.
PROTOTYPING METHODS
The project adopts a broad understanding of design
practice and research, were design is seen as a tradition
of its own, a culture of inquiry and action (Nelson &
Stolterman 2003). In this view, the process of design is
an efficient way of enabling intentional change. Design
provides an “ability to act based on an overwhelming
amount of insufficient information within restrictive
limits of resources and time” (ibid). However, we also
acknowledge the creative and artistic part of the design
practice, and seek to incorporate also these tools and
methods into the research project.
Prototyping is an established method for design and
innovation as a way of quickly making ideas tangible
and to spur the creative process. The prototype is used
to create a common platform for different actors and
enables stakeholders to easily comprehend, engage in
and discuss the proposition. The prototype becomes a
vehicle for development; materializing ideas, norms,
tacit knowledge and bringing potential problems to the
table (Kelley 2001). Prototypes are a kind of early
sketches that, as Schön (1983) remarks “talk back” to
the designer thereby enabling the creative process.
Sketching and quick models such as mockups comes
from architecture and product design, whereas rapid
prototyping originates from software development. Both
concepts has merged and found its way into immaterial
areas such as service design and lately social innovation
were it has been described as a way to “fail early to
succeed sooner” (Burns et al. 2006).
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Today prototyping refer to all sorts of quick and sketchy
ways to test ideas to stakeholders early in the design
process. A prototype could be a “staging” of a service
situation in a physical space, it could be a scenario made
concrete by a comic strip or it could be a paper version
of a an interactive web design. Prototypes does not even
have to be rapid, slow prototyping is preferred were a
more organic evolution is needed and could provide a
gradual scaling up process. Prototyping could be seen as
a vehicle to reveal both opportunities and dilemmas in a
design space. This “agonistic space” allows a polyphony
of conflicting voices to exist side by side (Mouffe
2000). The concept of an agonistic space has been used
to describe living labs as prototypes, not for a solution
for a problem, but rather as an arena for experiments in
social innovation (Björgvinsson et al. 2010; Hillgren et
al. 2011).
The outset for Prototyping the Future is that a similar
approach can be used to envision also larger-scale
changes such as a sustainable future. In some respects
this is very similar to the Stockholm exhibition,
however with less focus on architecture and urban
planning. But exactly how this will be done is still a
topic for research and design. Long term future
envisioning is very different from ordinary product
design. It resembles more of service design in that it
constitutes of a system of practices interwoven with
socio-technical materialisations. But while service
design and social innovation mostly takes place in a
near future and involves citizens and end-users that are
present today in a participatory approach the design of
sustainable lifestyles placed in 2050 become more
problematic from the perspective of participation.
Backcasting studies seldom include pictorial images.
One reason to this is because images are perceived to
increase the risk that the entire scenario of the future is
rejected on basis of details that are essentially irrelevant
in relation to the changes explored. One example of
such a detail could be the visual expression of electrical
vehicles in a backcasting study of hydrogen futures.
Within prototyping this issue is described as resolution.
The design of the prototype, its finish and focus needs
to be carefully crafted to direct peoples’ attention to the
relevant issues at stake, and down-play those aspects
that are insignificant in respect of the aim of the
prototype.
RELATED RESEARCH
There is a vast amount of experiments and research in
the field of future studies, backcasting and prototypes,
but if we delimit our overview to the area of design and
future envisioning’s, the work could be grouped into
three loose categories; critical products, scenarios and
digital tools.
The first category includes explorations of how critical
design can create engagement and behavioural change,
and make people aware of unsustainable lifestyles, for
example energy consumption in everyday life. Here the
goal has been to challenge the norm of a conventional
electricity meter and explore the possibilities of the
design space. The Static! project explored this in depth,
developing a number of design concepts, based on
familiar products such as lamps, cords and heaters,
which in various ways visualized energy use (Backlund
et al. 2006; Mazé 2010). In the Aware project, energy
conservation was seen in a larger perspective of
lifestyles and consumption and the aim was to support
sustainable behavioural patterns with new designs. The
Power Aware clock, for example, takes inspiration from
the kitchen clock and visualises in real time, electricity
use of the entire home (Broms et al. 2011). As Pierce
and Paulos (2012) conclude, research to increase
awareness of energy and motivate individual
conservation behaviour has grown to a field of its own
within HCI during the last decade. Even if these projects
in one sense are more conventional in that they resulted
in physical objects, “designs”, they have in common
with Prototyping the Future that the goal was to make
something abstract and invisible (electricity/the future)
concrete and graspable, to engage, create awareness,
spur innovation and eventually lead to change of
behaviour.
Another way to use design to visualize an alternative
future is through using design approaches to create
prototypes, fictitious props (Johansson 2005; Mazé &
Önal 2010) or ‘Living Labs’ in which the future is
experienced as an alternative present (Scott et al. 2012).
In the work by Mazé and Önal (ibid.) fictitious
“evidence” of future energy behaviour such as TVreports, Wikipedia articles about Do It Yourself “socket
bombs” used by eco-activists, creates a suspension of
disbelief and spurs imagination of what is possible.
In the second category, one of the earliest examples of
future scenarios with a design approach is the SusHouse
project (Strategies towards the Sustainable Household
1998-2000). An EU project that looked into how the
three household functions eating, clothing and shelter
could be carried out in more sustainable ways (Vergragt
2000). Related to that but with a more participatory
approach is social innovation and design for
sustainability (Jegou & Manzini 2003). Here the focus
is on enabling collaborative services and creative
communities in a not too far away future. One approach
argued for is to look for existing promising practises
that can be scaled up, spread and eventually reach a
system level. The ideas are mainly visualised through
simple scenarios in the form of comic-strips, cartons,
images or narratives (Jegou & Manzini 2008; Meroni
2007).
This approach has been developed in the more recent
SPREAD project (SPREAD 2012) that looks at how
sustainable lifestyles could be reached in Europe 2050.
The project identifies unsustainable as well as
promising trends and factors that influence behaviours
for the future. The trend spotting and analyses has been
material for workshops with citizens all over Europe
and resulted in four different future scenarios for 2050.
Finally, the project will result in a roadmap and
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recommendations for policy makers for a sustainable
Europe 2050. The scenarios are presented as timelines
with different threads of social, technical, economical
and political developments that eventually lead to the
envisioned future. The four scenarios should not be seen
as mutually excluding but rather as parallel activities
and lifestyles for different groups or areas. The
scenarios have also been complemented with short films
that present different scenes of everyday life.
These examples have in common that they aim to
engage participation and spur new lifestyles with the
help of new products and services as seen from a user
perspective. A very different approach is taken by cityplanners who seek to involve citizens or visualize
changes. In this third category, digital planning tools or
games, almost invariably depict the city from above,
either using a real map, or an image of a fictitious city.
The Ipad game 2021, developed by Mistra Urban
Games (2011) uses Google maps as a base to engage
young people in deliberation over how the Gothenburg
city area should develop. It should however be noted
that this is in no way connected to real planning or
policy-making. SymbioCity is a design awarded city
planning game, were the player is the new Mayor of a
growing city confronted with problems to solve to
enhance social, economic and environmental factors.
However, the not so hidden agenda is rather to promote
Swedish clean-tech innovations than to spur the
imagination. Other similar games are Clim City, IBM’s
City One, Simutrans, Dumptown, and City Rain, all of
them building on the same strategy gaming concept and
birds-eye view (see www.urbangames.se for an
overview in Swedish). Most of these examples paint a
very simplified picture of the future and the problems
confronted and are focusing on short term and
incremental changes. The simplicity can however be an
asset as in ‘My Blocks’ (‘Mina Kvarter’) which is an
application to the game Mine Craft were you build a
world in blocks very similar to the popular toy Lego.
The application was developed by Svensk Byggtjänst (a
Swedish association for developers and construction
companies) as a way to involve young people in the
future of their neighbourhood.
These planning games are focused on altering the
existing through intervention or co-creation, however
without painting a larger picture of systemic change.
Moreover, sustainability impact assessments are often
missing or sustainability is approached in a rather
incremental way.
PROTOTYPING THE PROJECT
As a first test of the project methodology a ten week
long pilot study was carried out with third year design
students at the Industrial Design bachelor program at
Konstfack – the University College of Arts, Crafts &
Design in Stockholm, Sweden. The ten students were
commissioned to develop design proposals for products,
services or systems that signified a future where
sustainable lifestyles had become the norm. To allow
for also substantial changes this future was placed in
2060.
The design brief handed out to the students included a
few but central starting points and demands. Firstly,
their design proposal needed to address a major
sustainability problem. In Sweden as well as in many
other high-income countries most of environmental
impacts come from activities related to food, transports
and housing (Naturvårdsverket 2011). Secondly, the
proposal needed to make a substantial contribution to
decrease the sustainability problem, which also implied
that the target group/s could not be too narrow. Thirdly,
with the aim of showing a future where sustainable lifestyles are normalised it was important that the proposals
were represented in a way that did not focus only on
material and technical details but that also integrated
them into the context of everyday life.
THE DESIGN PROCESS
The students were asked to work with a service design
method introduced by two professional designers from
the service design company Transformator. This method
is a customer insight driven development tool in which
the final solution is based on the logic, need and
relevance for the user. A central part of the method is to
gain a deep understanding of the needs, driving forces
and behaviours of the prospective users and to use this
as a basis for the drafting of prototypes. These are then
used as trigger materials – as “what if-solutions” – used
in subsequent rounds of user interactions. The
prototypes are thus not to be looked upon as sketches of
the final service, product or system but as tools to gain
an even better understanding of the user. While this
specific design method and the design tutors were not
chosen by the project but by the Konstfack teacher, a
user-centred approach such as this was seen as fruitful
to the project as this encourages an understanding of
both drivers and barriers for adopting more sustainable
ways of life. In addition such an approach is also
beneficial as this in a natural way places the focus on
the societal micro-level of everyday life rather than the
macro-levels of policy and planning.
The student projects were introduced by a lecture on the
project Prototyping the Future in which also backcasting
and the major environmental challenges society faces
were explained briefly. The students were also
introduced to the backcasting study “Images of the
Future City” (Höjer et al. 2011) and were encouraged to
use this as a backdrop to their work. The different stages
in the design method were introduced by the
Transformator designers. In short the students had to
work with numerous iterations including interactions
with prospective users, analysis and clustering, and
prototyping. Besides the lectures the students met with
the Transformator designers for tutoring, both
individual and in group. The students also had two
individual tutoring sessions each with a future studies
and environmental systems analysis researcher from the
Prototyping the Future project. This was both to ensure
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that the developed proposals were within the scope of
the design brief and to provide an opportunity for the
students to discuss issues of sustainability, futures
thinking and other related questions. The students were
asked to deliver their proposals in three different forms:
a short movie, pictures and a report.
RESULTS
After ten weeks of working the students presented their
final design proposals. With few exceptions all ten
proposals clearly fulfilled the requirements specified in
the design brief; the proposals addressed one or more
major sustainability problem, had a clear potential to
abate these and were outlined and presented in a
concrete way and integrated into an everyday life
setting. The proposals differed widely both in terms of
what type of changes that were suggested (physical/
technological, service, knowledge, values and habits)
and the sustainability areas addressed (food, buildings,
health, transport, consumption and education). While
most proposals focused on one sustainability area only
the majority included more than one type of change, for
instance a combination of new technology and a change
in values. As it is outside the scope of this paper to
present all proposals the interested reader is directed to
the project webpage (www.greenleap.kth.se) for further
information on this matter.
The proposals also varied in terms of how imaginative
they were, i.e. to what extent they diverted from what
the students saw as realistic. It was a most rewarding
(and painful) experience to witness how the students
struggled with the seemingly internalized urge to create
something realistic while at the same time being
commissioned to create something radically new. Most
of the students did however take this challenge on. With
this in mind it is very interesting to see that many of the
students, in spite of their ambitions to come up with
something radically new, ended up with proposals that
they after a while realized already existed. Adding to
this tension was the (sense of) uncertainty resulting
from the action research design method where the
students were urged to ‘trust the process’ in a more
fundamental way than they had been doing before. In
the following three of the student proposals are
presented. However, as the format of a paper does not
allow us to present the movies we will have to keep to
pictures and texts. This is unfortunate as it was in the
movies that the proposals got the most life and meaning.
These can however be accessed through the project
website at
www.greenleap.kth.se/projekt/prototypingfuture.
One of the most imaginative proposals was a new supermaterial, a gel-like substrate that through being added to
facades enables urban vertical farming (Figure 2). The
substrate keeps the plants in place and retains water,
mainly gained through collected rainwater. The
substrate also contains natural nutrients that are fed
automatically to the substrate when needed. The
substrate and the plants help to insulate the facades
during winter and summer, it reduces noise levels,
enhance biodiversity and supports ecosystem services
and provides a better air quality. In this future “…nature
is closer to us. The houses are more beautiful to look at,
interesting to feel and various scents follows you
through the city. Food is locally produced. Food that is
grown on your apartment is for you and your neighbors
to consume.”
Figure 2: Vertical farming by Hedvig Carlin
A seemingly much more down to earth proposal was the
bike path “Way2Go” in which bicycling is made more
convenient through providing a roof over bike lanes
(Figure 3). As the roof is covered by solar cells this also
contribute to a local production of renewable energy. In
difference to the vertical farming super-material this is a
proposal that is technically possible to install today. The
proposal does however also comprise a redevelopment
of the transport infrastructure with a strict prioritization
of bikes, pedestrians and public transport over cars,
which makes it much more radical and demanding than
a first glance might reveal.
Figure 3: Way2Go by Tom Lindberg
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Even more radical however was the proposal
“Conscience” (Figure 4). Conscience is a sustainability
monitoring system synced to each individual and
business that tracks what and how often they purchase
and recycle. The system is linked to economic
incentives and disincentives; depending on your
Conscience level you will either get tax cuts or
penalties. Everything sold will need to have a “Proof of
Conscience” code holding information on sustainability
impact which can be scanned using a smart phone to see
how a purchase would affect your Conscience. At any
point of purchase or recycling the code and your
individual Conscience is registered and you Conscience
level fluctuates accordingly. Not only would this take
massive investments in systems for generating and
disseminating data, it also demands that governments
start playing a way more active role in promoting – or
coercing – sustainable development than has been seen
to this date.
intended outcome, but that there also are some aspects
that need to be further considered.
One thing that was not tested in the pilot is how well the
proposals communicate to people who have not been
involved in the project. This is something that will need
to be carefully planned in the continuation of the project
so as to allow for reoccurring rounds of interaction with
test groups.
One thing that became evident was that working with
such far away futures as 2060 creates uncertainty and
tensions that must be taken seriously if a balance
between realism and radicalism is to be achieved. While
broad user participation is often sought after, the pilot
study points to that a user-oriented approach might not
be the most fruitful way forward when aiming for
designing something radically new. This is something
that also can be seen in many participatory backcasting
projects where participation tends to contribute more to
realism than radicalism. To go beyond the present to
create something new for an unknown future is
admittedly hard; even in such a creative environment as
a design student studio, and for most people it takes
practical experience to learn to trust the process and
deliberate from present normality while at the same time
keep a critical eye open.
Figure 3: Conscience by Tetsugaku Sasahara
What is needed is an emancipated enquiry, a conceptual
blending of different mindsets, where artistic and
creative expressions are allowed to converge with a
scientific approach. In the next step of the project
Prototyping the Future, the research team will cooperate
with a professional design consultant. The result of this
stage will be ready in the end of 2013. What the end
result will be is still very open. But as the students had
to do, we too need to trust that the process of design will
lead us across the abyss of uncertainty to somewhat
safer grounds.
DISCUSSION
ACKNOWLEDGMENTS
In this article we have outlined the rationales for and
possible benefits of combining prototyping methods of
design and backcasting. While prototyping can help
making backcasting scenarios more concrete and
accessible, backcasting contribute by providing a solid,
bigger picture of what a sustainable society could look
like. However, even though stemming from two very
different disciplines both backcasting and design are
tools to make mental constructs about the future more
concrete and to challenge them, to open up ideas of
what is possible and to invite citizens to engage,
participate and influence the scenarios and prototypes
presented. In this way the future can be brought closer
to us, and become a matter of a more informed
discussion.
The authors want to thank the ID3 students at Konstfack
University College of Arts, Crafts & Design for their
hard and inspiring work, Eric Widmark and Andreas
Svensson at Tranformator for sharing their knowledge
and thoughts about design, and the Swedish Energy
Agency for funding the project.
The project Prototyping the Future is still very much
work in progress. Through the student pilot project it
became evident that our tentative methodology and
design brief worked sufficiently well in regards to the
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SUSTAINABLE INFRASTRUCTURE
FOR AD HOC SOCIAL INTERACTION
LONE MALMBORG
SIGNE L. YNDIGEGN
IT UNIVERSITY OF COPENHAGEN
IT UNIVERSITY OF COPENHAGEN
MALMBORG@ITU.DK
SIGNELOUISE@ITU.DK
ABSTRACT
We explore how to design sustainable
infrastructure for ad hoc social interaction based on
the conception of infrastructuring, meta-design and
Living Labs. The exploration is based on a design
experiment of establishing a Network Zone (a
Living Lab setup) with support of a smart phone
app. The objectives of our design program were to
create connections and design possibilities for
letting social interaction emerge through use that
could continue beyond the project period. The
experiment was part of a project in collaboration
with a larger urban municipality (Copenhagen) to
rethink the way we can offer services to senior
citizens in order to strengthen social interaction
among them. It was done in an urban outdoor
environment. We add to the discourse that
positions design as something that, rather than
taking place before use, should happen in use –
here by creating objects that are open for
reconfiguration through use.
INTRODUCTION
In this paper, we want to demonstrate how we
methodically can create sustainable infrastructures for
social interaction. We explore this with an approach to
the design process of meta-design (design after design)
and infrastructuring (Björgvinsson et al. 2010 and Telier
2011) as well as the concept of Living Labs (Binder et
el. 2011, Binder 2012). Social interaction is dynamic
and cannot be designed, but only designed for. Through
an approach of design after design we want to design
possibilities or potential things from where social
interaction can emerge through use. The case we work
with is from a project with the focus of designing for
social interaction among senior citizens. In this codesign project we are collaborating with the
municipality of Copenhagen, senior citizens and other
partners on rethinking and envisioning possibilities for
the delivery of services to the elderly in Copenhagen.
As populations age e.g. in Europe and especially in
Scandinavia (European Commission 2009) there has
been an increased attention turned to ways of
maintaining quality of a good life for those categorized
as elderly. Much attention has been on assisted living
(AAL 2013) and on ‘aging in place’ through different
technologies as a consequence of a lack of ‘warm
hands’ in the care sector. Such agendas implicitly
inscribe aging as a process of physiological decline
(Ertner and Malmborg 2012). Less attention has been on
the importance of maintaining social interactions as an
important aspect of a good life as senior, and today we
witness major public efforts to address the increasing
loneliness among elderly citizens (Lindley et al. 2008)
What if discussions in society about welfare technology
focused on social aspects of life – on how to be
involved with other people – in addition to how to cope
with necessities like cleaning, personal hygiene and
health issues? Being involved with other people and
having a sense of belonging is an important part of
human lives. The question is how we handle this (for
some people essential) need when we for different
reasons no longer are part of the community. A
community that naturally exists when we e.g. are part of
the labor market or have children living at home. During
the initial fieldwork and dialogues with senior citizens
and people from the municipality in the project (spring
2010) we on the one hand experienced some elderly
who structured their everyday lives and social
gatherings around the different activities in their local
activity center (conversations with Ketty, Amy and Lily,
VOC) and it worked very well for them to have
something to attend almost every day during the week.
On the other hand, we also met senior citizens who were
not attracted to these places, because they could not
identify themselves with the place or they found the
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activities at these places too rigid or conventional
(Robert, Anni, Muhammed and Jytte, conversations in
workshop 1). The group of citizens who expressed the
latter viewpoint was often somewhat younger – 55 to 75
years – and can maybe be characterized as the new
generation of elderly. In our collaboration with the
municipality we addressed this group of seniors with
our design experiment. At the same time, we often met a
wish to structure everyday life with the option of
adjusting from day to day because a lot of the seniors
were uncertain about their condition (physically, but
maybe also mentally) on the particular day. We
conceptualized this as ad hoc social interaction.
INFRASTRUCTURING AND META-DESIGN
We work in the field of participatory design and codesign, but also face the challenges of the move from
the traditional workplace projects to projects in the
public space addressed by Bjorgsvinsson et al. (2010).
Dealing with projects in the public space means that the
people you are designing for are not necessarily known
and the focus in on open up spaces of possibilities. To
meet these challenges, Bjorgvinsson et al. suggest to
position design as something that, rather than taking
place before use, should happen in use, by creating
objects that are open for reconfiguration and
modifications. At MEDEA in Malmö, the researchers
(e.g. Björgvinsson et al. 2010) are working with the
notion of social innovations and are exploring how to
create infrastructures for these innovations in the
Malmö Living Labs with a focus on meta-design. Metadesign is also referred to as Design after Design. It is an
aspect of design research that recently has increased in
focus as a way to address the new challenge of
participatory design of not designing for a specific
purpose or target group. In our project, it means that we
are not designing social interaction but designing by
opening up possibilities for social interaction to emerge.
In this perspective, the design researcher is provided
with a new challenge to create an open design solution,
which enables configurations and modifications in use
situations. Inspired by Björgvinsson et al. (2010) we
conceive infrastructures as the aim of a design process,
which means that the end result of the process is not a
concrete artifact. Instead, what is being designed are
infrastructures for social interaction, which can continue
after the project has come to an end. It combines the
design situation with the use situation. We work with
this in a setup we perceive as a Living Lab (Binder et al.
2011, Binder 2012). Our understanding of a Living Lab
is that it is not a specific place but rather a network of
people and resources that both have committed
themselves to an agenda of change. Often this agenda is
not new but already shaped by what the participants
bring with them. The involvement of citizens is not as
representatives, but as engaged individuals with their
own priorities and experiences. The laboratory is the
setting for a meeting of everybody in the network that is
in motion. The municipal employees, representatives
from the private service sector etc. are important
participants because they are also the ones who need to
explore and practice the new relationships, as a coproduction of services requires. The meeting in the
laboratory is not a debate from fixed positions, but
rather an open exploration of options. It can be difficult
to determine exactly when the co-production is leaving
the laboratory and becomes a natural part of everyday
life. A new everyday practice establishes itself in the
laboratory, and the relationships that for a long time
were on trial becomes incorporated and anchored in
time and space. A Living lab is more than a trial
connection for new initiatives. It is a scene and a
training ground for new relationships and networks
(Binder 2012).
A LIVING LAB IN AN URBAN PARK
In this paper, we explore and discuss the design of a
sustainable infrastructure for ad hoc social interaction
among senior citizens through a design experiment
called the Network Zone. It was part of a larger research
project with the Copenhagen municipality focusing on
social interaction among senior citizens. Together with
project partners and senior citizens the project group
established a Living Lab (the Network Zone) that took
place in Valbyparken (an urban park in the area of
Copenhagen). We wanted to explore if and how we
could establish a foundation or an infrastructure to
support the emergence of social interaction by
extending our meetings in time and place. At the same
time, the process of infrastructuring aimed at
establishing connections with the possibility for
continuation of the community beyond the research
project. To sum up, the idea was to establish an
infrastructure that could secure the seniors of an
ongoing community of outdoor activities. The
infrastructure, from where social interaction could
emerge, had a potential of being accessible beyond the
project, as a service to participants. In this paper, we
especially focus on one of the elements in the process of
infrastructuring, which was a smart phone app named
after the overall Living Lab: Network Zone.
Through our design experiment and the three
perspectives of design after design, co-design and
infrastructuring we want to explore how we can design
sustainable infrastructure for ad hoc social interaction?
In the first part, we present the background for this
paper to give an idea of the project the experiment was
part of as well as the Living Lab approach and
methodological challenges related to this approach and
to working with elderly. Our design program is
presented in the next part, and forms the background
and drive the specific design of the Network Zone that
is presented in the following section called Design
Experiment: A sustainable infrastructure. The
subsequent discussion addresses the identified issues
related to the question of how to design a sustainable
infrastructure for ad hoc social interaction, on which we
conclude.
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BACKGROUND: PROJECT AND METHOD
The larger research project we have been part of is
called SeniorInteraction (Brandt et al. 2012,
www.seniorinteraktion.dk). We (the design researchers
from the IT-University of Copenhagen and the School
of Design) were invited to take part in the efforts of a
bigger urban municipality (Copenhagen) to rethink the
way they offer services to senior citizens. The project
initially targeted a city district with more than 10.000
citizens potentially affected by these services. The
municipality invited us because they believe that we
could help them promote co-design and co-creation of
services with the active involvement of senior citizens.
In the project, we based our research on a co-design
approach. The focus was on creating dialogues and
envisioning future possibilities for social interaction
together with the senior citizens, but also the project
partners and people working with senior citizens. In
order to create a common platform or language, we
staged the stories of the senior citizens' everyday lives.
This took place in field visits at activity centers and
private homes where we met the seniors with a
workbook as a frame for the dialogue. The workbook
was created among the researchers as an elaborated
design program and made into a dialogue material
similarly to a probing kit. We carried it along as we
commenced a process of recruitment, and used it in the
dialogue with the senior citizens. This took place in the
project’s initial phase (winter and spring of 2010). It
was followed by a series of workshops where we all
collaborated around collages, technology props and
dolls in the process of envisioning possibilities by
transcending the stories of everyday life into future
scenarios.
Here, a design challenge was how we moved from the
dialogues about possibilities to actually envision the
future possibilities in the natural environment of the
ideas. We established a space for change that took form
as Living Labs. The Livings Labs were established in
the next phase of the project (spring to fall of 2011) to
explore how new communities and new forms of coproduction could grow within the actual space for
discussion (Binder 2012). We report from one of the
Living Labs where a network of seniors together with
municipal employees, researchers and private partners
established a Network Zone of outdoor play and
exercises in an urban park. The aim was to make the
park our space for change in which we could envision
new possibilities for social interaction among the senior
citizens. It was done by rehearsing the ideas and
scenarios from the workshops in practice. In our Living
Lab participants jointly and independently engaged with
the possibilities within reach of their everyday life and
their everyday environment – the urban park.
REPRESENTATION AND PARTICIPATION: SITUATED
ELDERLINESS
Part of our methodological challenge was the question
of representation and participation. Few of us see
ourselves as representatives of a group and even less so
if the group we need to be part of is characterized by
physical and mental decline, which is often the case
when seniors become clients of the public senior service
system. Conversely, the municipality has neither at
official level nor among politicians a tradition for
engaging with the individual. The answer to these
challenges is to let the snowball roll (Latour 2005) by
meeting people in places where they are - in our case in
activity centers, clubs, etc., and encourage them that
their everyday life stories are important to others than
themselves. When we later invited the seniors to
workshops they participated as Ove, Robert, Amy,
Lilly, etc. and the stories they chose to share were about
the communities that they were already part of, as well
as networks they could imagine being part of in the
future.
These questions of representation and participation lead
us to more general methodological considerations and
discussions when working with elderly using the
concept of ‘communities of practice’ to approach this
discussion (Brandt et al. 2010). Instead of focusing on
recruiting individuals, an alternative approach might be
to use everyday practices as a frame and starting point.
The concept of communities of practice was originally
developed to capture the skills and competencies
enacted by people engaged in a professional practice.
When expanding this concept to include everyday
practices outside work life we could talk about
communities of everyday practice where elderly are
skillfully enacting everyday practices as seniors.
Gradually as we get older, we enact what we would call
situated elderliness. With situated elderliness we refer to
practices that include activities that for some reason or
another has become more challenging or perhaps even
impossible to carry out by the person himself or herself.
Things that we earlier in our life performed easily
gradually or suddenly become difficult. Examples of
specific situations where we experience the situated
elderliness can relate to physical aspects of life, e.g. not
being able to change a light bulb because using a ladder
is difficult when we have balance problems or not being
able to perform required banking or taxpaying tasks
because you are not familiar with the digital tools
required to perform these tasks. In these situations in a
contextual sense we practice situated elderliness, but
simultaneously we do not in general consider ourselves
old, as we might be able to handle all other situations in
our everyday life (Brandt et al. 2010).
It might be especially in these situations, we need to
belong to a community - both for social interaction, but
also to receive help with the little things in our everyday
life we find difficult to handle; a community of situated
elderliness where you can both help and receive help
from others. It is this approach that we build upon when
we work together with the Municipality of Copenhagen
to rethink the way the public sector delivers services to
the senior citizens. We explore the possibilities of
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providing services that are no longer based on
individuals but are targeted at communities instead.
group (researchers and other partners) had left the
Living Lab and the project had come to an end.
This design program on infrastructuring established the
ground for our design experiment.
DESIGN EXPERIMENT: A SUSTAINABLE
INFRASTRUCTURE
Figure 1: Engagement in the game
DESIGN PROGRAM
The aim of our process is to design sustainable
infrastructure for ad hoc social interaction based on the
conception of infrastructuring and meta-design
(Bjorgvinsson 2010 and Telier 2011) and the concept of
Living Labs (Binder 2012). With a co-design approach
to the design process we emphasize the collaborative
work both together with the private partners, the
municipality’s employees and the senior citizens. The
objective is to establish a Living Lab as a space for
change, where it is possible to rehearse new practices in
the process of rethinking and designing new services.
The close relation to the everyday lives of the seniors
has the purpose of making it possible to rehearse and
enact new practices that can continue after the closure
of the project.
The process of infrastructuring is never only a
(technical) platform, but according to Susan Leigh Star
and Geoffrey Bowker (2002) it is a sociomaterial thing.
It means that the process of infrastructuring involves the
situation the infrastructures is going to be ‘sunk into’
and includes the human and non-human actors of the
assembly. Infrastructuring is about creating connections
between the different actors. Telier (2011) continues
about infrastructure referring to Leigh Star: “An
infrastructure, like railroad tracks or the Internet is not
reinvented every time, but is ‘sunk into' other sociomaterial structures and only accessible by membership
in a specific community-of-practice. Infrastructure or
rather infrastructuring is a socio-material public thing, it
is relational and becomes infrastructure in relation to
design-games at project time and (multiple potentially
conflictious) design-games in use” (Telier 2011, p. 277).
In the Living Lab Valbyparken, we tried to design
infrastructure like spinning a web under the ad hoc
community of outdoor activities. We wanted to explore
if and how we could establish a foundation or an
infrastructure that could extend our meetings in time
and place, and establish a possibility for continuation of
the ad hoc community of the seniors after the project
With the understanding of infrastructuring being a
process of connecting humans and non-human actors we
experimented with how to establish an infrastructure to
support this continuation of the community. One of
these actors was a smart phone app named the Network
Zone. It played a role in trying to provide space for
dialogue, planning and negotiation between the
meetings in the park. This was a way of supporting
social interaction in a community of outdoor
experiences. In the design of the app, the central point
was about being connected and trying to enhance or
‘stretch’, not replace, the face-to-face meetings. In the
Living Lab period (summer of 2011- fall of 2012), the
project group, including partners, met every second
Friday at 10 am with 2-15 seniors showing up.
FROM FOAM DOTS TO SMART PHONE APP
The idea of the outdoor community in an urban park
came from the initial phase of the project. During one of
the workshops we played with foam dots and carbon
props representing different forms of technology – a
concept we coined the Super Dots (Foverskov and
Yndigegn, 2011). The idea was to give the senior
participants a sense of how you can be connected and
how you can get in contact and see each other before,
during and after an activity. One of the groups in the
workshop that consisted of the three seniors Amy, Jytte
and Robert, two industry partners (sports instructor and
interaction designer), Bo and Marcus, and two
researchers from the project group, Signe and
Pernille, enacted the concept of the Super Dots when
creating a doll scenario of a trip to Valbyparken. "The
weather is nice and we’re going to Valbyparken, but
how can we find each other?" Jytte starts and continues:
"I arrive with bus no. 3. Can’t I get some clothes on, I
do not like to be naked in the bus?" Jytte refers to the
doll she plays with. Jytte’s doll is getting dressed. "How
can we find each other?" Signe asks the rest of the
group. There is some discussion on what kind of
technology props we need, and we decide on the one
called the 'seeker'. "But we all need to have it turned on,
otherwise we cannot find each other" Amy says.
Figure 2: The group creating the scenario using the concept of the
Super Dots and the props.
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With the help of foam dots, carbon props and our coconstructed scenario it became a story about how they
could be connected during a trip to Valbyparken. Along
the way, the group had different reflections on what
kind of technologies they could use and how, for
example to find each other in the park when they
wanted to meet. But also on who should be able to find
them, and whether they were interested in meeting with
other people when they were on this tour together.
There was some discussion on whether or not they
wanted to meet with people they did not know
beforehand. After the trip, being connected through
screens in their homes, they shared the photos that
Robert had taken during the trip. The scenario about the
use of technology to be connected and support a
common experience in the park was maintained from
the initial workshops. To explore how this could work
in the context of the seniors’ everyday lives we moved
the story from the scene of the doll scenario to the
Living Lab in Valbyparken. It became a Living Lab
centered around exercise and outdoor experiences, and
of trying out new technology. We went from
conversations about envisioning future possibilities of
new services to the rehearsing of new practices.
FROM IMAGINATION TO REHEARSING OF NEW
PRACTICES
In Valbyparken, the foam dots and carbon props were
replaced with Android smart phones. The choice was to
some extent a question of availability, but at the same
time they could accommodate a lot of the functions
from the concept of the Super Dots. Our senior
participants’ journey with smart phones began with
some existing applications. We started our explorations
with the location-based application Google Latitude and
later Foursquare to explore the idea of being connected
and visible to each other in the park. But the focus was
not entirely on the application to start with: "what if
we’re only used to a phone with push buttons?" It
comes from Anni, who seems a little nervous about the
situation. "It's exciting, where we’re gonna end up," one
of the others in the group responds. We were met with
this anxiousness the first times we introduced the smart
phones as part of our meetings in Valbyparken. We
were going on a treasure hunt and the stations had been
put into Google Latitude, and the seniors, with a little
help from the project team, had to identify the different
stations and tasks. The experience was about how it was
to find their way around the park via the application on
the phone as a way of supporting and extending the
game by the technology. The experience also came to be
about how to use a mobile phone with a touch screen
and to find the different features as the next snapshot
shows: "Try to click and see what it says at the station,"
Signe from the project group suggested to Birgit, who
held the phone. "I can’t see anything, now there are
different screens." After a short break Birgit continued
to look and touch the screen. "Oh, now I have to wipe
the screen, it’s a little greasy." Øyvind came along, and
they continued to look for the camera, because the task
said to 'take a picture'. Finally, the camera function was
found, and Birgit exclaimed enthusiastically to the rest
of the group. "Come all my friends, and I'll take a
picture of you."
During the first meetings with the smart phones in the
park, the focus was often on whether you could read on
the screen, if you could take a picture and - now the
map disappeared, how do I find it again? All the small
trials you often go through when you get unfamiliar
technology in your hands. This was a challenge and
hurdle for everyone and became a determining part of
the actual rehearsing of new practices of social
interaction. The smart phones were part of the activities,
and the senior participants in the Living Lab learned
how to handle them, but initially there was a tendency
of the smart phones taking away the focus of the social
gathering. But the seniors’ comments along the way
showed us that it made them aware of what they wanted
to do with smart phones and what they wanted to use.
In the experiment, our exploration was through Google
Latitude and Foursquare, which gave us some indication
of what we could do with the smart phones when we
were in the park. But it was not our own applications we shared them with a lot of other people, and there
were many unnecessary features in the apps, which
often caused confusion among the senior participants.
We realized that in the process of rehearsing new
practices we needed something local and adapted to our
network. It made us realize that we needed to get our
own application as soon as possible, but it also gave us
an understanding of what we should include in the
design of the application. Our meetings in Valbyparken
came to play a central role in the development of our
own smart phone app. In the process of creating an
infrastructure in our Living Lab, it had to be woven into
the social gathering of our communities, and be
accessible to the seniors, which made the local
anchoring essential for make it recognizable to
everyone. We might have been able to use an already
existing application from the pool of applications that
provide access to online communication, but with an
essential goal of making it simple we decided to make
our own.
To support the social interaction before, during and after
meetings we wanted a tool that first of all – similar to
Foursquare – could make people in the network visible
to each other when they were in the park. Second, you
should be able to get ideas and tips in situ on what you
can do and how to both inspire and support the seniors
when they meet on their own and play games or do
other activities. A step towards supporting the
continuation of the network beyond the project period as
a tool for the social gatherings. Finally, one of the
central design requirements was to make it simple and
easy to use for the senior citizens who had little or no
experience with the use of smart phones. Compared to
the blog (will be explained later) the format of the app
makes it more adaptable in the sense of being part of
and present in the park when seniors are out there, and
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therefore potentially take a role in the activities going
on in the park.
AN APP DEVELOPED IN A LIVING LAB
Based on the above, the requirements for our first
version of the app were that it must be local and based
in Valbyparken, it should be possible to communicate
with each other, to create activities and see what kind of
activities others have created, and sign up for these
activities. When our senior participants are in the park,
they should be able to check in, see what activities are
going on in the park, and who is present. There should
be pictures of those in the network, and you should be
able to contact each other by sending messages or
making calls.
The processed material we have on the life of the app in
the Network Zone is mainly from within the project
period, where the app was introduced and slowly
adapted to the practices of the community. It means that
a showcase of the app, influences the question of the
sustainable infrastructure for ad hoc social interaction in
which the app plays a role that can continue after the
project period, and will have to be demonstrated at a
later situation. The following snapshots from our
experiment are stories of the introduction of the app
during the project period.
we had to first try a 'beta' version. The seniors got
introduced to the app, but the feeling of being connected
or creating something together with others lacked. We
came a step closer the following week. The app was
now online, and some of us met with five of the seniors,
who would like to spend extra time in the park. "You
can just tap on the green, and then..." said Janja. We
were a bit surprised when we suddenly observed Janja
starting to show Tekla how to use the app, since Janja
herself had been introduced to the app less than five
minutes earlier. Tekla smiled happily when she
succeeded in signing up for an activity. "But that's me
who's there," exclaims Anne-Lise. We showed her how
to register in the app to get access, when she noticed a
picture of herself. A moment ago we drank coffee, and
now we were in the process of exploring the new app,
creating new activities and joining each other's
activities. However, there were still things that needed
to be changed and fixed in the app, so unfortunately the
seniors could still not bring the smart phones home.
THE NETWORK ZONE ON ‘HOME VISIT’
In mid-November 2011 our Network Zone app was
finally ready for the first ‘home visit’ with the senior
participants after meeting in the park in the morning.
We had prepared some small bags for the seniors along
with the phones, which contained a kit with an
instruction manual for the app, an inspiration scenario
of use, a sheet with exercises and a sheet with some
evaluation questions. The exercises with feedback
possibilities focused on how to create activities and sign
up.
We were excited to hear about the seniors’ experiences
with the Network Zone app and the smart phones during
home visits. After five days we received an email from
Anne-Lise:
Table 1: Email from Anne-Lise after she tried the app at home.
Hello.
I have used the Network Zone to suggest some activities.
Next, I signed up for other people's suggestions. It has
worked well I think. Unfortunately we were only 3 who had
the phones with us at home, but when it works with 3, it also
works with others.
I don’t know if it's only me, but sometimes when I create an
activity the program says: Sorry the Network Zone has
stopped unexpectedly. Try again - force it to close. But the
activity was created anyway.
Figure 3: The entry page of the app: Green: See activities, Yellow: I
am here, Red: Contacts, Orange: Create an activity.
THE NETWORK ZONE APP COMES INTO PLAY
The introduction of the Network Zone app for the
seniors took place in small steps along the development
and testing of the application. The first time the seniors
tried the app was in mid-October 2011. We had hoped
that it could be ready so we could try the different
features together during our morning in the park, but
there had been some trouble getting the app online, so
I do not know yet how it will be, but for me I wish that I
could subscribe to a date. I like to plan. Maybe under activity
before signing up, you could read the tips for the game.
I have used the phone to take pictures, send SMS, MMS and
make calls. It has worked flawlessly.
All in all a good experience.
Best wishes from
Anne-Lise
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The email indicated that Anne-Lise had had a good
experience using the Network Zone app, but there had
been some issues. Still, Anne-Lise had managed to
overcome the problems in her own way. This insight
that also showed Anne-Lise’s transformation as a smart
phone user during the period of our Living Lab. She
started out being very hesitant about using the phone
and now she had not only learnt to manage the phone
and use our app, she was also a critical user with
suggestions and ideas for enhancing the Network Zone
app.
it was mostly members of the project group that were
active on the blog, but slowly the seniors took over, and
now (in the end of the project period, October 2012)
they take full responsibility for announcing events and
writing reports afterwards. An example of a report
written by one of the seniors around the time when the
project period ends:
Table 2: Erik’s report on the blog after a Friday in the park.
Friday, 19th October, 2012
We met at 10.00 am and again to a glorious morning. It was
13 degrees and dry, though the grass was a little wet.
There were 2 new participants, so we were Birgit, Janja,
Anne-Lise and Erik, Børge, Erik and Anni and Erik.
We splitted into two teams, one team played Disc Golf and
another played petanque, so after almost two hours (with
sweat) we went together to our base at the playground and the
day ended with a cup of coffee.
A lovely morning with outdoor exercises. We’ll meet
November 2 at 10.00 am. You might want to wear boots /
wellies because the grass is wet.
EB
Figure 4: Anne-Lise, Janja and Tekla trying the app.
PLANNING BETWEEN THE MEETINGS IN THE PARK
In order to make quick iterations and to give the seniors
the opportunity to try out the application as part of and
between our meetings in Valbyparken, the first version
of the app had limited functionality. Focus was on
testing the features that would support the possibility of
extending the meetings in the park, i.e. that you could
continue the dialogue, planning and negotiation at home
between meetings. The implementation of the app in the
Living Lab should give the senior participants the
opportunity to take part in determining what activities
should be arranged for our bi-weekly meetings. With
the app, they could initiate activities, and everyone in
the network could sign up for the activities they wanted
to join. It was not only about trying out the specific
features of the app, but as much or perhaps even more
about rehearsing new practices around the app in the
Network Zone. Questions we asked ourselves were what
the app meant for the community, and what life could
evolve around the use of the Network Zone? Could the
app support the continuation of the community of the
Network Zone? Questions, that need some time beyond
the project period to get insight into.
As a means of communication and another element in
our infrastructure, we had a blog for our Living Lab.
The Web-based blog: valbyparken.blogspot.com, which
later changed platform and name to:
www.motionidetfri.dk/valby is functioning as a bulletin
board where upcoming meetings and activities are being
announced with time and place. At the same time, it is a
window into what is going on, because there are almost
always reports with pictures and stories about what has
happened after a meeting in the park. In the beginning,
Erik who has written the report, provides the readers of
the blog with a snapshot of their day in the
Valbyparken. What he emphasizes is who participated,
what kind of activities they did together as well as other
information about the weather and the next meeting.
Readers of the blog will know the central information of
the Network Zone.
In the end of the project period (Fall of 2012) the senior
citizens had slowly taken over the responsibility for the
meetings in terms of planning and negotiating about the
meetings – and communicating on the blog as
mentioned above. In early October 2012, at the day
before a meeting in the park, we were curiously
awaiting if there would be a meeting in the park and to
see which activities the seniors had planned. "Walk in
the beautiful park", says one of the activities. We
noticed that Anne-Lise created it, and that the venue is
at the playground. Erik also created an activity. It is
Frisbee on the volleyball court, and Birgit suggested
Disc Golf. It sounded like a nice day in the park, but we
did not find any commentary on the blog afterwards.
The app and the blog were used together for planning
activities before meeting in the park and evaluating on
the meetings afterwards and in this way connecting the
participants. How much interaction and dialogue there
were before, during and after the meetings in the park
seemed to vary, but the group of 15 senior citizens were
still meeting in the park every other Friday around the
time where the project period ended.
OPEN INVITATIONS FOR NEW PARTICIPANTS
As Erik's comment also indicates new people joined in,
but how did they become part of the Network Zone and
get access to the app?
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The app is local for the park and is a service to the
seniors who join the Network Zone in the park. There
are many open invitations to become part of the
network: the blog online, the physical manifestations in
the park, and the meetings in the park. When the
Network Zone members meet in the park, it is visible to
others that something is happening. The same goes for
the traces we leave behind between the meetings. Also,
representatives from the municipality of Copenhagen
working with senior citizens play a significant role, as
they can disseminate information about the Network
Zone in Valbyparken.
Børge is an example of that. He was suggested to
participate in the ‘Exercise in the outdoors’ as a part of
his rehabilitation from serious illness. He came into the
network some time after it was established and after the
app was introduced, but he quickly became a part of the
social community. Børge was skeptical of computers
and digital media, and did not initially take up the offer
of getting a smart phone app with him home. The
second time Børge was in Valbyparken, however, he
had already changed his view on the Network Zone: "In
my family, we have never used computers and smart
phones, because we think that they separate people from
each other. But now I can see that they actually can
bring people together.” Børge ended up with a smart
phone as well (Yndigegn 2012).
Figure 5: The group of seniors in Valbyparken’s winter landscape.
DISCUSSION
Initially, we asked: how can we design sustainable
infrastructure for ad hoc social interaction?
Our design program encompasses objectives of wanting
to design possibilities for letting social interaction
emerge among senior citizens as a way of rethinking
services of the municipality. A complicated setup,
which also needs a period of use beyond the project to
actually be possible to in some ways to talk about
sustainability.
In our design experiment we established a living lab to
try out the idea of an ad hoc community of senior
citizens with focus on outdoor activities. The senior
citizens and other partners were involved in the process
and together we rehearsed new practices in the process
of rethinking new services. In this part we discuss how
we came about designing sustainable infrastructure for
ad hoc social interaction by exploring the relation
between our program and our experiment by the two
characteristics: Ad hoc and sustainability as the main
criteria for the experiment and the development of the
app. But this experiment also points to some issues of
design after design and infrastructuring in relation to
social interaction, which we will briefly touch upon in
the end. In this discussion about ad hoc and
sustainability it should be taken into account that we
still need to process the empirical material of the period
after the project.
THE MANY ASPECTS OF AD HOC IN THE NETWORK
ZONE
What does it mean for the infrastructure that the social
interaction we want to design for is ad hoc? And how
did it play out in practice in our design experiment? As
mentioned in the introduction, we wanted to address a
wish among some of the senior citizens we were in
contact with, of being able to adjust participation in
community activities based on the mental and physical
condition at the specific time of the activity. So, we
tried to establish a Network zone in which
the membership is fluctuating and not determined by
formal structures, contracts or other regulations.
IN THE PREPARATION OF A (POSSIBLE) MEETING
“Ad hoc” also refers to the character of the things going
on before the meetings in the park. As we reported in
the section of our design experiment, we saw the seniors
initiating activities by using the Network Zone app to
suggest and sign up for specific activities: ‘Walk in the
beautiful park’, one of the activities said, created by
Anne-Lise, who also suggested that they should start at
the playground. For the same day in the park, Erik also
created a Frisbee activity at the volleyball court, and
Birgit suggested Disc Golf. The app was used for
planning activities before meeting in the park. The
planned activities that appeared in the Network Zone
app gave everyone an idea of what was going to happen,
but just as important that something was going to
happen, and that there were others who were going to
come. And maybe also who is going to come which can
be important for each individual when making the
decision of showing up. Instead of just joining the
already planned activities, it is possible to take an active
part in both the planning but also in the ongoing
negotiation or adjustment of activities that can be
created through communication channels in the app.
The ad hoc aspect of the activities relates to the
negotiation that could be made just before the meetings
when e.g. the weather determine wishes of change in
plans: "shouldn’t we meet on Monday instead, the
weather is going to be nice." The introduction of the app
and this possibility made the seniors part of the
planning. They came with suggestions on what they
wanted to do, but they still referred very much to the
catalogue of activities that we had presented to them.
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RE-DESIGN OF THE NETWORK DURING A MEETING
During our meetings we have witnessed how ways of
organizing activities were very dynamic and ad hoc.
Organization of activities is adjusted in the situation in
the park based on the actual condition and mood of the
seniors participating in the specific activity, weather
conditions, availability of exercise equipment, and how
many participants show up. In this last part the Network
zone to some extent differs from existing ordinary
activity catalogues for seniors in activity centers. We
have not yet seen this in practice but adjustments of the
activities or the overall program for a given day could
be supported by the app. The app could facilitate an ad
hoc redesigning of the gathering to make the community
intact. Senior citizens arriving late, were still able to
find the group by using at the function of signing in at a
particular place in the park.
THE AFTERMATH OR IN-BETWEEN MEETINGS
The possibility of extending the dialogue with the app
and blog supports the idea of making space for
evaluation or openings for meeting again. Erik’s
messages in the report: "You might want to wear boots /
wellies because the grass is wet" is a small evaluation of
the meeting and a thoughtful message to those who will
be attending next time. This creates a small connection
between meetings and signal to people that there will be
another meeting (we will meet again).
THE CONTINUATION OF THE FIXED FRIDAY
In the program we initiated, we wanted to establish a
thick infrastructure (Telier 2011, p. 285) of social and
technological elements that would support ad hoc social
interaction. Our notion of “ad hoc” in the project group
was often a perception that it also included (last
minute/ongoing) changes in the agreements – such
micro planning, that the especially the mobile phones
have made possible. But when we recently visited the
Network Zone and the elderly in the park it struck us
that the simple structure in the form of a fixed
arrangement with a fixed venue works for this local
group of senior citizens. The fixed biweekly Friday which was a set-up we started in the project period
when the Living Lab was established to start somewhere
- has survived the completion of the project and is
continuing. It means for the senior citizens that there is
a constant rhythm of meetings that carries their
activities, but they have the ability to come and go - add
or remove - depending on their mood, etc. on the
specific Friday in even weeks. This puts a question
mark on the actual use of the app and whether it has a
role in supporting the ad hoc social interaction in this
community.
THE SUSTAINABILITY OF THE NETWORK ZONE
What makes the infrastructure sustainable in the
Network Zone concept when membership is fluctuating
and not determined by formal structures, contracts or
other regulations? Is it possible for the Network zone to
sustain and continue after the project period? And what
role does the app play in this continuation?
The process of infrastructuring came very much to be
about connections between the human actors. When we
initially had difficulties getting senior citizens to show
up for the event, it very much complicated our
experiment of establishing a thick sustainable
infrastructure regarding the app or not. The Network
Zone contained some fixed points such as the park, the
base at the playground (see Erik's reportage), the
meeting place by the lake and a tool shed with exercise
equipment (a shed we gained access to after making
arrangements with the park manager). These constitute
some physical manifestation of the zone. But to create a
thick infrastructure with the mutual constitution of the
social and the technical (Telier 2011) the app, the blog
with news and stories, the Friday-meetings in the park
(if anybody shows) as well as representatives from the
municipality of Copenhagen knowing about the
Network Zone in Valbyparken play an important maybe essential - role. However the body of the
Network Zone is probably the senior citizens. As
individuals they come and go as it suits their everyday
life, but as a group it is persistent.
The project group's participation was temporary in the
sense that we had to withdraw ourselves from the
Living Lab, when the project period ended. This meant
that in the process of infrastructuring, it was also about
transferring the responsibility for the continuation of the
Network Zone to (some of) the elderly, and people from
the municipality of Copenhagen, who would continue to
have a connection to the community. On the one hand, a
fine transfer process slowly happened, in which the
introduction to write on the blog and the app meant that
the senior citizens began to participate in the planning
and the evaluation of the meetings e.g. Erik's reportage
on the blog. It was also reflected in the small interaction
in the park, for example when Janja explained Tekla
how to sign up for an activity. We also experienced
some of the senior citizens helping each other when
some had problems with finding the camera, finding the
pictures they had been taking and now had disappeared
or to reload the app, when it had been unused for a
while. On the other hand, there was a challenge in the
process of infrastructuring in creating links between
human and non-human actors regarding us – the project
group – who for a long time had been part of the
Network Zone. We also accounted for a large part of the
social community. The question is what it means when
we build this scaffolding around social interaction, but
end up removing a part of the content in the form of
ourselves? How much of the sustainability is about us
being part of it - and what does it mean for the
possibility of the Network Zone to continue after the
project is completed. When we last visited the elderly in
the park we were greeted with comments like: "It is not
the same as when you were part of it" and "please, come
again, it's good for us to meet with other (younger)
generations". None the less there is still a group of
senior citizens (approximately 15) that continues to
meet every second Friday. Sometimes they are all
showing up and at other times they are maybe only five.
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TO SUM UP: INFRASTRUCTURE BECOMES
SUSTAINABLE THROUGH USE
In this paper, we have pointed out our experiment of
how we tried to create a sustainable Network Zone for
ad hoc social interaction among senior citizens. Even if
use is not regulated through any contracts, formal rules
or the like, we have pointed to how an infrastructure can
support the hoc social interaction and be sustainable
through participants’ use and ongoing adjustments on
top of the Network Zone of the physical and digital
manifestations we spun underneath their activities.
How much interaction and dialogue there was before,
during and after the meetings in the park varied, but the
infrastructure is there and support members of the
Network Zone (or ‘Exercise in the outdoors’, as it is
now called), who would like to meet in the park. With
the app as one of the elements we have spun a web
under the community, which means that the Network
Zone Valbyparken continues even when the project is
completed. The dialogue and activities continue with the
seniors at the helm. It is a portable foundation with
some fixed points besides the app such as specific
places and items in the park and a blog with stories
about what has happened, which is persistent even if
other actors - project members, other partners and the
various seniors who have taken part - come and go. The
app will live a life when it is used by the community.
We have created an infrastructure for ad-hoc
communities that are locally rooted, but the
sustainability of the network zone is established through
use.
So, would it die if the people using it now were not
there anymore? Maybe? But some of the ‘stable’
elements of the Network Zone or ‘Exercise in the
outdoors’ e.g. the app, the online blog, the sports
instructor and the people from the municipality are now
wrapped together as a service concept and is going to
travel to other parks in the area of Copenhagen, where
the idea is to establish new communities of outdoor
exercises building on the experiences from our Living
Lab.
REFERENCES
AAL (2013) Ambient Assisted Living Joint Program.
http://www.aal-europe.eu/about/objectives/ (last
accessed 2013-01-07).
Telier, A. (2011). Design Things. MIT Press
Binder, T. (2012). Levende (design) laboratorier. In
Brandt, E., Mortensen, P. F. Malmborg, L., Binder,
T. and Sokoler, T. (eds) SeniorInteraktion –
Innovation gennem dialog. The Royal Danish
Academy of Fine Arts, School of Design.
Binder, T., Brandt, E., Halse, J., Foverskov, M.,
Olander, S. and Yndigegn, S.L. (2011) Living the
(codesign) lab. Proceedings of the Nordes 2011,
Helsinki, Finland.
Björgvinsson, E., Ehn, P. and Hillgren, P-A. 2010,
Participatory design and ‘democratizing
innovation’. Proceedings of the Participatory
Design Conference 2010, Sydney.
Brandt, E., Binder, T., Malmborg, L., & Sokoler, T.
(2010). Communities of everyday practice and
situated elderliness as an approach to co-design for
senior interaction. In OZCHI 2010
Proceedings.(pp. 400-403). Brisbane, Australia.
Brandt, E., Mortensen, P. F. Malmborg, L., Binder, T.
and Sokoler, T. (eds) (2012). SeniorInteraktion –
Innovation gennem dialog. The Royal Danish
Academy of Fine Arts, School of Design.
Ertner, M. and Malmborg, L. (2012) Lost in
Translation: Inscriptions of the Elderly in ConceptDriven Design of Welfare Technology. Position
paper presented at CHI2012, May 5-10, (2012),
Austin, TX, USA.
European Commission (2009). Ageing Report:
Economic and budgetary projections for the EU-27
Member States (2008-2060)
Foverskov, M. and Yndigegn, S. (2011). Props to evoke
‘the new’ by staging the everyday into future
scenarios. Proceedings of the Participatory
Innovation Conference 2011, Sønderborg,
Denmark.
Latour, B. (2005). Reassembling the social: an
introduction to Actor–network theory. Oxford:
University Press.
Lindley, S et al, (2008) Designing for elders: exploring
the complexity of relationships in later life.
Proceedings of BCS-HCI ‚ 08, vol 1, pp 77-86
Star, S. L. and Bowker, Geoffrey C. (2002). How to
Infrastructure. In: Handbook of new media : social
shaping and consequences of ICTs / ed. by Leah A.
Lievrouw and Sonia Livingstone. London : SAGE
Publications. pp. 151-162.
Yndigegn, S. L. (2012). Netværkszonen – en
bæredygtig infrastruktur der forlænger dialogen. In
Brandt, E., Mortensen, P. F. Malmborg, L., Binder,
T. and Sokoler, T. (eds) SeniorInteraktion –
Innovation gennem dialog. The Royal Danish
Academy of Fine Arts, School of Design.
COLUMNS ON THE FINAL PAGE SHOULD BE OF EQUAL LENGTH
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EXPERIMENTS ALL THE WAY –
DIAGRAMS OF DIALECTICS BETWEEN
A DESIGN RESEARCH PROGRAM AND
EXPERIMENTS
METTE AGGER ERIKSEN
ANNE LOUISE BANG
K3 – ARTS & COMMUNICATION,
MALMÖ UNIVERSITY
KOLDING SCHOOL OF DESIGN
ALB@DSKD.DK
METTE.AGGER@MAH.SE
ABSTRACT
Experiments take various forms, have various
purposes, and generate various knowledge,
depending on how and when they are integrated
into a design research study. In this paper, as
reflective (co-) design researchers/practitioners, we
exemplify and argue ways in which different
experiments can be at the core of a research project
throughout the study. As former PhD scholars,
with design backgrounds, both of us were engaged
in the XLab project (2006), proposing a
programmatic approach to experimental design
research. This paper reflects our experiences of
adapting this approach in PhD studies.
Furthermore it exemplifies, discusses, and adds to
the understanding of different experiments during a
design research (PhD) process. In the paper, we
also reprint our two modifications of the original
XLab ‘working diagram’ and discuss rationales for
adapting this as a part of the research process.
INTRODUCTION
Since Frayling (1993) coined the term ‘research through
art and design’, many have been addressing and
exemplifying ways in which design examples and
practice can contribute to the field of design research.
Today it is commonly acknowledged that very often
different experiments play a central role in practicebased design research (see e.g. Brandt et al. 2011;
Koskinen et al. 2011; Gaver 2012).
As early as 1983, Donald Schön described how design
practitioners engage in different types of experiments
(Schön 1983). He observed and argued that experiments
in practice are different from experiments in science,
and he defined three types of experiments: exploratory,
move testing, and hypothesis testing. The main point
was that each type of experiment has a different purpose
and generates a different knowledge (ibid).
To investigate this area of design research, in 2006 the
Danish Centre of Design Research hosted the ‘XLab’
meta-project which included a series of three hands-on
and reflective workshops: ‘Beginnings’, ‘Per:form’, and
‘Intersections’ (see Brandt et al. 2011). As PhD scholars
at that time, both of us were engaged – one of us in the
core team, the other as an active workshop participant.
Inspired by Frayling, Schön, and others, XLab explored
and proposed a programmatic approach to design
research with experiments at the core of the research
projects (ibid; Binder & Redström 2006; Brandt &
Binder 2007). This main argument was condensed into a
working diagram, which is further explained below (for
other discussions about the diagram see also Bang 2010;
Bang et al. 2012; Eriksen 2012; Markussen et al. 2012).
This paper aims to add to the above mentioned body of
work in terms of discussing and understanding different
experiments in design research and in terms of adapting
existing diagrams and views to fit one’s research.
First, we introduce the original XLab working diagram.
Then we discuss different selected experiments and how
they intertwine with our adaptations of the diagram. The
XLab workshop titles are used as a reflective layer
structuring the discussions and reflections also relating
to Schön’s classic (1983) and Gaver’s recent (2012)
views of experiments. We end the paper by reprinting
our modifications and discussing rationales for how we
both identified a need to modify the working diagram.
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Figure 1-3: Figure 1 (left): The XLab diagram, visualizing the central role design experiments are suggested to take in exemplary design research (reprinted from Brandt et al. 2011:24). The arrows in figure 2 (middle) emphasize that a research project may be initiated from ‘the outside’ or from ‘the
inside’ (re-printed from ibid:26). Figure 3 (right): As new knowledge is gained the ‘program’ drifts; later come stabilization and closure – leading to the
formulation of the next research program (re-printed from ibid:34).
A WORKING DIAGRAM
The XLab meta-project (in 2006) provided a way of
understanding and working with experimental design
research (Brandt et al. 2011). This approach is captured
in the working diagram, visualizing the central role a
research program and design experiments are suggested
to take in a design research project (Figure 1). Thus, the
diagram was developed to help understand, visualize,
and talk about design research as a dialectic relationship
between an open program with experiments at its core.
Developed in parallel with the diagram, with the notion
‘exemplary design research’, it is acknowledged that
design experiments in a research project also must
engage with a wider research context and question
(Binder & Redström 2006; Brandt & Binder 2007).
Figure 1 illustrates the dialectic relationship by
positioning the ‘Program’ between core ‘eXperiments’
and a larger (research) ‘Question’. The arrows in Figure
2 emphasize how a research project may be initiated
from ‘the outside’ through a larger (research) question
or from ‘the inside’ through design experiments.
Finally, Figure 3 illustrates the processes of drift,
stabilization, and closure that lie in a programmatic
approach to experimental design research.
From the XLab project, it is suggested to view a
research ‘program’ as stating an attitude and position,
and capturing core issues and research intentions. At the
same time, the ‘program’ is understood as being ‘open’
for explorations, surprises, and new insights for
example from practical experiments (Brandt et al.
2011:37). As such, there is a fine balance between being
open to new insights caused by the practical research
and ensuring that the work is loyal to the frames and
intentions that lie in the program.
It was recognized that experiments in a research project
build on or complement each other. That is, they assist
in practically exploring, challenging, expanding, and
substantiating the research program. Thus, when a
program is initially formulated and initiated it includes
no, or only a few, experiments (from previous work).
Throughout the research, more experiments are added in
order to challenge and substantiate the program.
In the original diagram ‘Question’ can be viewed as a
research question that has a larger scope than the
program (Brandt & Binder 2007). This means that it
refers to a reality outside the program.
In the next sections, we describe how we continually
explored the programmatic approach and diagram in our
respective former PhD studies in order to adapt and
operationalize it to fit our specific (co-)design research
contexts. (Hereafter MAE refers to Mette Agger Eriksen
and ALB refers to Anne Louise Bang.)
Mette Agger Eriksen / PhD title: Material Matters in Co-Designing –
Anne Louise Bang / PhD title: Emotional Value of Applied Textiles –
Formatting & Staging with Participating Materials in Co-design Projects,
Dialogue-oriented and participatory approaches to textile design.
Events & Situations
PhD start: Jan. 2007. Thesis defended: May 2011. Affiliation: Kolding
PhD start: Jan. 2004 (Studies almost paused for a year three times). Thesis
School of Design. Three years funding including one semester teaching
defended: June 2012. Affiliation: Malmö University. Four years full time
and knowledge dissemination. Funding: The study was conducted as an
studies plus one year teaching. Financing of studies: European ‘Palcom’
Industrial PhD, which means that it was partly funded by the Danish
project (2004-2006), the Danish Centre of Design Research (2006-2009 /
Industrial PhD programme and partly by Gabriel A/S – a company in
50 %), The Swedish Research School (bits 2007-2012), the rest by Malmö
the Danish textile industry. Prior studies/practice: Textile designer.
University. Prior studies: Architect / user-centred industrial designer.
During her studies, ALB had the opportunity to develop experiments in
During her studies MAE has engaged in and drawn experiments from five
close collaboration with the design unit at Gabriel, and with students at
different co-design research projects (WorkSpace, Atelier, PalCom, XLab
Kolding School of Design teaching mainly design processes in textile
and DAIM), from a workshop series and teaching mainly interaction and
design. Experiments here are mainly ‘co-design events’/ workshops.
service design. Experiments here are ‘co-design events’/ workshops.
Table 1: The paper draws from two finalized practice-based, co-design research PhD studies. Their formalities and contexts are briefly outlined above.
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BEGINNINGS: GET GOING WITH EXPERIMENTS
In the XLab project, the ‘Beginnings’ workshop had a focus on how to understand the workshop participants’ different
projects as program-experiment relations and drifts (Brandt et al, 2011: part 1) (see Figures 1-3). Here we have a similar
focus on roles of previous and early experiments as a part of framing the research program, but also emphasize how
experiments assist in shaping the experimental methodology and establish engagement with the specific research context.
FRAGMENTS FROM MAE’S BEGINNINGS
FRAGMENTS FROM ALB’S BEGINNINGS
Figure 4: Published 2page ‘researcher’s
statement’ (Eriksen 2004)
combining nine previous
experiments and textual
descriptions.
Prior to MAE’s PhD
studies, she engaged
in two
multidisciplinary
EU ‘disappearing
computer’ projects,
other co-design
workshop series,
and some teaching.
In addition to
MAE’s design
background, from
these experiences
she brought a
participatory design (PD) research approach and a
collection of experiments about engaging tangible
materials in staging co-design work, mainly at
workshops. From MAE’s background as an architect,
she brought the approach of working with a ‘program’,
which she in addition to PD wished to apply in the PhD
studies, rather than start by formulating one clear-cut
research question.
Building upon MAE’s previous co-authored
publications about some of her previous experiences/
experiments, very practically having to write a PhD
study-plan and an official ‘researcher’s statement’, for
the first time forced her to individually formulate
research interests – a research program. This
statement/program (Figure 4) briefly described her main
initial research context (WHERE), the approaches
(HOW), and with the nine previous experiments,
revealed some of the qualities and challenges she had
discovered so far of materially engaging various
stakeholders in co-designing, which she wished to
further explore (WHAT).
In parallel, from day one, her PhD studies were
intertwined with a new EU-funded participatory IT
research project, PalCom (PalCom), with many of the
same colleagues from the previous years and many new
people too. There were many different agendas, but the
project provided use contexts and a network of people
(and materials). Thus, to get new, shared experiences,
right away MAE’s initial PhD studies largely were spent
engaging in various activities (experiments) with
multidisciplinary stakeholders at thematic workshops.
Figure 5: In the “Fabric-as-Upholstery-Workshop” the Repertory Grid
technique was explored as a tool for dialogue.
The first experiment that had a significant influence in
ALB’s project was conducted in the pre-doc period
developing the research in collaboration with the partner
company. It was decided to conduct a pilot experiment
in order to experience (instead of just talking about)
ways in which an experimental approach could be an
advantage for the project. This also contributed to
strengthening the partner’s engagement in the PhD
studies.
In the pilot experiment, ALB explored whether a
variation of the Repertory Grid (interview technique
from psychology) could support the dialogue about
sensory perception of fabrics and other flexible
materials, which in this case were examined as if they
were upholstered. For many reasons, the pilot
experiment had a lot of flaws and malfunctions (for a
thorough description see Bang 2007; 2010). However,
over time it turned out to have a significant influence on
the experiments in the PhD study. Firstly, the Repertory
Grid was continually explored and refined through the
project as a tool for dialogue in design practice/design
research. It was a way to structure a dialogue about soft
and immeasurable concepts such as emotional value in
relation to applied textiles. Secondly, the experiment
caused a reframing of the emerging research program
from a narrow focus on tactility to a broader focus on
emotional value.
Thus, the pilot experiment heavily contributed to the
first tentative objective and formulation of the research
program. It also laid out the ground for experimentation
during the PhD study, ‘suggesting’ ways in which the
next experiment could be formed and conducted. It
became the ‘mother’ of the series of iterative
experiments in the PhD study, allowing ALB to
continually explore and (re)frame various themes.
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REFLECTIONS ON/ BEGINNINGS: GET
GOING WITH EXPERIMENTS – WHEN
TAKING A PROGRAMMATIC APPROACH TO
EXPERIMENTAL DESIGN RESEARCH
The XLab project suggested that as a design researcher
it is necessary to establish a knowledge regime or a
hypothetical worldview in order to frame and
contextualise the specific research inquiry (Brandt et al.
2011: part 1:19) Additionally, the team behind XLab
claims that in order to concretise the hypothetical
worldview, the program needs the materialisation in the
form of experiments. In a similar way, the experiments
need precise frames in order to turn them into more than
undirected exploration (ibid: 35). Further, as argued and
captured in Figure 2, there is not one linear way of
doing design research, since the program can emerge
both by formulating questions and positioning the work
in a research context, and by conducting experiments
(Brandt & Binder 2007).
These views intertwine with a pragmatic understanding
of knowledge production, emphasizing learning-bydoing, which inspired by philosopher John Dewey, is a
basis for Donald Schön’s understanding of the practice
of a reflective practitioner (Schön 1983; 1992). As
stated, what we exemplify and discuss in this paper is
being reflective (co-) design research practitioners.
Schön argues that experiments in practice are different
from experiments in (traditional) science, because the
(design / research) practitioner has an interest in
transforming the situation into a preferred one. Schön
describes experimenting as: “In its most generic sense,
to experiment is to act in order to see what the action
leads to. The most fundamental experimental question
is, ‘What if?’” (Schön, 1983:145).
As described in the introduction, Schön defined
‘exploratory experiments’ as one of three different types
of experiments. An exploratory experiment, he
describes, is undertaken only to see what follows in
order to get a feel for things and it succeeds when it
leads to a discovery (ibid). This corresponds with
Gaver’s characterization of research-through-design as a
research practice addressing wicked problems, where
the situation at the same time is formulated and
addressed (Gaver 2012).
In general, the XLab project can adhere to the same
understanding of experimenting and doing research. As
described on the previous page, both of us used
experiments to form our first tentative research
program. In traditional (scientific) research,
experiment(s) are not carried out until a proper
hypothesis has been formulated; we therefore had to ask
the question: “What is it that makes experiments in the
absolute beginning of a project so fruitful?” Trained as
reflective design practitioners, experienced in working
with design programs and briefs, we both found it very
fruitful to get going with experiments and reflecting
upon these from the beginning of our PhD studies and
inquiries. We learned while doing and reflecting on
them – either a collection of previous ones or one prestudy experiment – and they played important roles in
enabling us to verbally and in text describe our research
interests and programmatic positioning. With our
backgrounds, only doing this from theoretical points of
view would have been challenging, but as our examples
show, the experiments enabled us to frame and reframe
our focuses. In other words, this argues for not spending
half a year formulating the right research question
before starting to experiment and gather empirical data.
Documenting the experiments – in our studies
considered as co-design workshops or events –
generated the ‘data’, upon which we could reflect and
intertwine when framing our initial programs. However,
conducting the experiments was not only an empirical
data collection. As exemplified by ALB, conducting one
main pilot experiment as a part of the pre-doc period,
also largely worked as a way of getting a shared
experience with people from the partner company (the
specific research context). The pilot experiment further
engaged them in the PhD study, and in shaping the
experimental and participatory research methodology.
Thus, this (‘exploratory’) experiment had a crucial
influence on the further development of the PhD study.
It helped ALB to formulate the tentative project
description/program and it laid the groundwork for the
series of iterative experiments that were conducted later.
MAE’s beginnings were quite different. When she
began her PhD studies, she already had experience with
experiments in different design research contexts and
was confident about her participatory design approach.
In parallel with starting new participatory activities/
experiments in a new project as a part of engaging
herself in that research context, an important part of
beginning the PhD studies was to choose relevant
examples in the collection of previous experiments, and
initially analyse and reflect upon these as a part of
formulating the first research statement/program.
For MAE it was challenging and took much iteration to
formulate the research interests in images and text on a
few pages, but on the other hand, it proved important to
materialize and temporarily complete this as a text that
was published and printed. It became a text that MAE
returned to, and it assisted her in the move from being a
research assistant to becoming a PhD scholar with her
own research interests, agendas, and program. This and
later re-formulations (e.g. on websites, in yearly PhD
study plans and in published articles) assisted her to
navigate and position her work in the PalCom project
and other research projects she participated in later
during her studies.
Despite two different starting points, this shows how the
program of a specific design research does not come out
of the blue, but emerges from a combination of: i)
establishing a research context, ii) previous and new
experiments related to that context and iii)
programmatic formulations of interests and challenges –
sometimes phrased as questions.
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PER:FORM: ITERATIVE REFLECTIONS WITH EXPERIMENTS AND DIAGRAMS
In the XLab project, the ‘Per:form’ workshop had a meta-level focus on performing and making an actual experiment to
reflect upon what really happens in practice (Brandt et al. 2011:part 2) Here we further emphasise performing iterative
reflections on and with the experiments and actions. This is intertwined with re-visualizing and re-formulating the
diagram and program – both as a part of positioning the work and developing initial knowledge claims.
FRAGMENTS FROM MAE’S PER:FORM
FRAGMENTS FROM ALB’S PER:FORM
Figure 6: The diagram above focuses on naming different clusters of
experiments (X1-X4) from the central co-design projects in MAE’s
study. The purpose is to expand and challenge the program.
Figure 7: The diagram above represents a late stage of the PhD study
where ALB tentatively organised the experiments in groups, as a part
of planning the structure and content of her thesis.
About two years into MAE’s PhD studies (in 2006), the
PhD program drifted somewhat. Initiated by publishing
an exploratory paper with initial claims (Eriksen 2006),
the naming of her program changed first from the initial
focus on ‘Materially Grounding Imagination’ (X1 in
Fig. 6) to the more overall ‘Material Means’, to the
more fruitful ‘Material Matters’, which developed and
stabilized as the research program (Eriksen 2012).
Throughout ALB’s PhD study, each design experiment
challenged and substantiated the research program in
various ways. This was challenged in the sense that each
experiment revealed knowledge gaps in her research,
and was substantiated in the sense that each experiment
added to the knowledge generation. Thus, the
experiments were conducted in an iterative process,
with each design experiment building on the previous
one. Reflecting upon each experiment, three main
themes dominated the iterations (Bang 2010).
Also, at that time, MAE was mapping and reflecting
upon the experiments she already had, and she e.g. saw
a large collection of experiments exemplifying codesigners working with various forms of mock-ups,
prototypes, and scenarios as useful collaborative ways
of imagining and ‘designing the future’ (X2 in Fig. 6) –
generally, well-established and very fruitful practices of
engaging tangible materials in multidisciplinary codesigning. However, relating this to the large body of
PD literature about such practices, it was clear that
many others were researching this too. MAE realized
that she needed to make a programmatic decision.
Either, she could narrow her focus and really study
those materials in co-design situations, or she could aim
for a broader collection of experiments also addressing
other materials and focuses of co-design situations,
events, and projects. She chose the last.
This decision and program re-framing were affecting
the specific staging of MAE’s coming co-design
experiments. Practically (and interventionistically) it
pushed her to explore co-design situations in which
materials were engaged for other purposes than e.g.
prototyping (X3 and X4 in Fig. 6) – for example during
the XLab project. Theoretically, this move also pushed
MAE to explore broader perspectives of how materials
are participating and performing in co-designing, which
is the main focus of the PhD thesis.
One major theme was the study of emotional value in
relation to applied textiles. During the experiments,
ALB’s focus on textiles changed from a narrow focus
on ‘textiles as material’ to a broader focus on ‘textiles as
part of an object in a context’. This change in focus
influenced the choice of materials in the experiments.
Another major theme was the dialogue about emotional
value. As ALB described earlier, the Repertory Grid
proved to be a useful tool for dialogue in a pre-stage of
the PhD study. As it happened, each experiment
throughout the project explored a modified version of
the Repertory Grid and thereby refined the use of the
technique in the field of textile design.
The third major theme was participation. One of the
objectives with the project was to explore ways in
which different stakeholders could participate/contribute
to the design process in the collaborating company.
Different participatory approaches were tried out during
experiments, and in the final stage it was decided to
continue with design games and therefore the final
experiments tried to refine an appropriate procedure.
Thus, by mapping the different experiments and themes
ALB’s program was being ‘filled out’.
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REFLECTIONS ON/ PERFORM: ITERATIVE
REFLECTIONS WITH EXPERIMENTS AND
DIAGRAMS – TO CREATE PROGRAM DRIFT
AND STABILIZATION
In addition to arguing for program-experiment dialectics
and thus for learning with experiments, an XLab project
recommendation was to acknowledge that the program
drifts as new insights are gained during the process
(Figure 2+3 / Brandt et al. 2011).
This too is tightly coupled with Donald Schön’s views
of practice as a reflective conversation with the material
of the situation, for example, as continual naming,
framing, and reframing of what problem to attend to
(Schön 1983; 1992). Schön further argues that reflection
in action happens through understanding the back-talk
of the moves made and the materials in the situation.
Such back-talk can be probed and simulated by what he
calls a ‘move testing experiment’, which is an action to
produce an intended change with an end in mind. It is
affirmed when it produces what it is intended to do,
while also making it possible to go beyond the initial
understanding of the problem. Further, he argues that it
is essential as a reflective practitioner to master
reflection-on-action or ‘double-loop’ learning processes
(ibid).
Partly related to this, Bill Gaver argues that “an endless
string of design examples is precisely at the core of
design research” (Gaver 2012:938). Related to the idea
of design space, Gaver views one artefact/ design/
example as filling out one point in a design space, while
a collection of multiple examples – what he calls a
‘portfolio’ – establish an area or domain of concerns
and judgments in the design space (ibid: 944).
As described on the previous page, both of us made
many sketched and graphic diagram modifications
during the research in order to assist our reflective
processes in relating the program to selected
experiments. Figures 6 and 7 are steps in the
modification/development of the diagram. Each of them
matches a specific situation in the PhD study and
expresses actual ideas of the dialectics among our
unique research context, program, and experiments.
As the stories and diagrams show, much in line with
what Gaver suggests, both of us were clustering and
naming collections of multiple experiments as a part of
identifying programmatic concerns and themes.
MAE’s diagram (Fig. 6) reflects a time in her PhD
project in which there still was time to open up and
further explore the program (and design space). As
described above, her inventory and contextualization in
relation to PD literature and the mapping of experiments
from different projects, resulted in a reframing of what
the program ‘Material Matters…’ covered. The
intension and outcome of the reframing was to stronger
position the research and to provoke, challenge, expand,
and thus partly drift the program. This programmatic
decision closely intertwined with a material
methodological shift to stage exploring other corners of
the program.
As already captured in ALB’s Beginnings, likewise,
when reflection upon an experiment was carried
through, ALB also learned when a smaller or larger
adjustment of the staging and thematic framing of the
next experiment was needed, to further explore her
research topic of emotional values (Fig. 7). Yet, the
intension here was slightly different – to ‘fill out’ and
sharpen the program through the chain or iterations of
experiments. This way of working with the programexperiment became a process of continually learning
with every experiment, as a part of driving the research
forward.
In other words, in both PhD studies the WHY, WHAT
and HOW of the programs were continually contested
by the experiments and by relating them to the wider
research context – often resulting in a reframing with a
new diagram modification.
Further, as briefly emphasized in the reflections on
Beginnings, MAE’s story also emphasizes how
publishing an early argument, also further into her
studies, proved fruitful. Not only because of the
academic merits of publishing a peer-reviewed paper,
but largely because it manifested one of the minor
program drifts and materialized the current program. In
this exploratory paper (Eriksen 2006), the title was
similar to the current title of the program and as a core
of the paper, it intertwined description and brief
analyses of selected experiments/exemplars clustered in
pairs. With these she argued for an activity at co-design
workshops – there called ‘re-representing’ – that she
saw needed further work. This activity – later called
‘rematerializing’ was further explored and became a
central contribution in the PhD thesis (Eriksen 2012).
The stage ALB was in at the time of the modified
diagram in Figure 7 represents a period when her
program was stabilizing, and she was beginning to
frame emerging themes. This was done by filling out the
program with collections of two-three experiments, and
then naming these as themes addressing the (at that
time) dominant research themes. Such modified
diagrams, worked for both of us as a way to practically
begin structuring the content and arguments of the PhD
thesis.
Also at these stages, more or less in the middle of our
studies, experiments still played a central role – but here
we address the iterative performing of experiments of a
more reflective character. By sketching and naming the
dialectics between the program and collections of
experiments, these smaller individual experiments could
be viewed as ‘move testing’, to use Schön’s phrase. For
both of us these adapted diagrams became a material,
whose back-talk assisted in understanding where we
were in our studies and in naming and (re)framing
themes, focuses, and initial claims.
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INTERSECTIONS: MAKING EXPERIMENTS AND PROGRAM TO EXEMPLARS AND ARGUMENTS
In the XLab project, the last ‘Intersections’ workshop had a focus on being each other’s peers by relating three, at that
time, newly defended PhD theses, to understand different ways of making arguments with experiments in design research
(Brandt et al. 2011:part 3). Here we further place emphasis on intersecting in both our processes of physically drawing
our material together, generating knowledge, and making arguments. This process meant intersecting our still-at-play
program, selected exemplary experiments, chosen theoretical perspectives, and research contextualization and questions.
FRAGMENTS FROM MAE’S RESEARCH
FRAGMENTS FROM ALB’S RESEARCH
Figure 8: ‘Material Landscape of Co-designing’ drawing different
insights, concerns, and arguments together in a catalogue (copied from
Eriksen 2012:343).
Figure 9: Writing up in a practice-oriented way. The dark paper
snippets pose questions that are answered by the following bits of text
and images representing analysis and experiments.
While writing the PhD thesis, MAE continually worked
with how to ‘draw together’ (e.g. Latour 2004) the
programmatic arguments in a ‘designerly way’ (Eriksen
2012). Eventually, in the latter analytical process of
reflecting on the chosen exemplary experiences/
experiments and drawing together issues and concerns
related to the program, material matters in codesigning, MAE engaged in another experiment. She
was physically intersecting main insights and arguments
made in the previous chapters/parts of analysis of
selected exemplary experiments with different
theoretical perspectives.
While organising and analysing the material for the PhD
thesis, ALB realised that she needed to find an
approach, which allowed her to use design skills in the
writing process. ALB learned that the Bauhaus designer,
Anni Albers always made scrolls when she wrote her
essays (Albers 2000:vii). She did this in order to create
an overview of the text, securing flow and continuity.
Figure 11 shows how ALB physically worked with the
text. She cut it in pieces and combined these pieces with
questions and images from various presentations and
experiments. After that, she revised and rewrote the text
on the computer and repeated the cut-and-scroll process.
ALB did that numerous times, step by step building and
physically making the PhD thesis.
For about three days, MAE’s living room was changed
into a laboratory, where she, with various tangible
materials, built a three-dimensional so called
‘landscape’. With a camera, she zoomed in on and
captured details in the landscape highlighting certain
points, then into the computer and merged with different
styles of texts. MAE often found the image was not
quite capturing the point she wanted to make in that
close-up, which caused another iteration of the
landscape. What MAE made and ‘rematerialized’ was a
tangible but abstract ‘landscape’ in which her
understanding of and proposed staging of (future) codesigning were intertwined and drawn together. In the
thesis, this catalogue of 25 images and corresponding
texts ended up being a very central part of the
concluding chapters (further see Eriksen 2012).
The title of MAE’s program and thesis, Material
Matters of Co-designing, did not change for several
years, but its detailed positioning and programmatic
statements still developed while writing the thesis.
Making the ‘landscape’ assisted in finally stabilizing
and closing the program and arguments.
This ‘scroll-work’ was conducted in parallel with the
final analyses of the experiments. It assisted ALB in the
final selection and combination of experiments for the
thesis. It was a means for extracting the
arguments/exemplars and making decisions for the final
structure of the thesis. In the end, this way of
approaching the writing-up and analysis processes
enabled ALB to extract four main themes – each theme
consisting of an argument and a tool/framework.
The four themes, which express the core of the
‘Answers’ to ALB’s program, Emotional value of
applied textiles, are centred on 1) the textile design
process and applied textiles, 2) understanding and
exploring emotional value in relation to design of
applied textiles, 3) the rules and procedures of a
Repertory Grid as tools for dialogue among a group of
participants and 4) stakeholders’ participation structured
as design games (Bang 2010:246).
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REFLECTIONS ON/ INTERSECTIONS:
MAKING EXPERIMENTS AND PROGRAM TO
EXEMPLARS AND ARGUMENTS - TOWARDS
CLOSURE
The XLab project argued that at some point in a
program there is a “need for distillation, of bringing
things together” (Brandt et al. 2011:part 1:47). This
means that a program is ready for closure when
experiments do not provide new knowledge or are about
to change into a new program with new objectives.
Further, with the notion of ‘exemplary design research’,
Binder and Redström (2006) also argued for practical
experiments/examples to be made into exemplars in
relation to the specific area of research.
Donald Schön proposes that we think of the
practitioner’s knowledge in terms of a repertoire: “As a
practitioner experiences many variations of a small
number of types of cases, he is able to ‘practice’ his
practice. He develops a repertoire of expectations,
images, and techniques. He learned what to look for
and how to respond to what he finds” (Schön 1983:60).
In other words, a core part of becoming a reflective
(design research) practitioner is to gather a repertoire of
(e.g. experimental) experiences with which to act (and
here, argue). Additionally, the third kind of experiment
Schön has observed in practice is the ‘hypothesis testing
experiment’, which is a process of elimination that
succeeds when it affects an intended discrimination
about competing hypotheses. We do not use the phrase
‘hypothesis’ in our work, but the logic of hypothesis
testing is the same as in (design) research. In practice,
the programmatic ‘hypothesis’ or worldview in our
work also was implicit in the pattern of our moves.
As described earlier, Bill Gaver emphasizes that what to
expect from research through design is many examples
or what he calls artefacts or designs that embody
designer’s judgments and concerns (Gaver 2012).
Further, he suggests that the collection of examples is
made into what he calls ‘annotated portfolios’ capturing
conceptions and contributions (ibid: 944-45). By this, he
argues that to respect the richness and particularity of
the design examples, the role of theory is to annotate
these rather than to replace them. Still by focusing on a
collection or portfolio of examples, it can establish a
balance between particular details and teased out
concerns.
When it was time to write the thesis in our PhD
processes, we both had a research program that was
clearly positioned in relation to the research context as
well as a repertoire and collection of experiments /
examples that could assist in arguing for the program. In
design research, as in other research, it is necessary to
conduct a systematic analytic inquiry in order to meet
academic standards. Yet, when working with the
program-experiment dialectics (unfortunately) this is
not straightforward since many perspectives and angles
could be relevant in the analyses. It surely is a
challenging job to choose the ‘right’ (angle on)
experiments, annotate and analyse them with the chosen
theoretical perspectives, and turn them into exemplars,
which can be offered for critical knowledge
dissemination among peers. During our analysis and
writing processes, it was therefore highly relevant for
both of us to ask: “Which examples/ experiments
can/should be highlighted and turned into exemplars
supporting an argument ready for critical knowledge
dissemination?” and “How should these exemplars be
integrated in the thesis?” As exemplified on the
previous page, using hands-on design skills and
designerly ways to analyse the experiments and express
the arguments/ exemplars allowed us to approach the
writing process as an (hypothesis-testing) experiment in
its own right.
MAE decided to integrate six complementary co-design
experiments as Exemplars in a special layout, placed in
pairs before the three main parts/arguments of the
thesis. She then refers to and goes into details with these
from different angles throughout the text (further see
Eriksen 2012). Additionally, she chose to work with the
‘landscape’ as a part of ‘drawing materials and
arguments together’ in more than words. In a sense this
was a ‘hypothesis testing’ experiment, to use Schön’s
phrase, as all her main arguments had been made in the
previous chapters in three main parts. But was it
possible to also materially draw these together in her
concluding chapters? As described, after various
iterations, it worked, and this assisted in finally closing
her program and thesis.
ALB chose to work physically with the text in parallel
with developing and conducting the analyses of the
experiments. In her thesis, she chose to present each
exemplar in two ways offering both a design
tool/framework and a refinement of existing theory.
This was a way for her to emphasise the relevance for
design practice and at the same time contribute to theory
development in her area of design research.
As described here and in the Per:form discussion, both
of us have continually adapted and operationalized the
XLab diagram to match the current state of study. This
displays how we both experienced a certain resistance in
making the stabilized XLab diagram fully work for us
as it was. In the next section, we present our two
modified versions of the diagram (Figures 10 and 11),
which were materialized and closed towards the end of
our studies. Yet in different ways, we both intended to
contribute to the XLab discussion on practices of doing
experimental design research, and we both intended to
capture the dynamics of the program in our revised
diagram. What we found a need to emphasize was the
relationships among the program, practical experiment
and theories, and related works (in short ‘the research
context’), and how these together become the arguments
or ‘Answers’ claimed in the PhD theses. The above
discussions of hands-on practices of intersecting
theories and experiments were parts of making both our
theses into one long argument for the closed programs.
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ADAPTING AND OPERATIONALIZING THE XLAB DIAGRAM - TO TWO OTHER DIAGRAMS
We both found the arguments, vocabulary, and illustrations of the program-experiment dialectics suggested by the XLab
project highly relevant in relation to our different co-design research contexts. However, in practice, we also both found a
need to reformulate the surrounding ‘Question’ in the XLab diagram and operationalize and adapt it to our work.
Throughout our PhD studies, we both made many variations of the diagram – Fig. 10 and 11 are our final published
version.
Figure 10: ALB’s modification of the working diagram – capturing
the dynamics of a research program (P) framed within an overall
challenge (C) (reprint from Bang 2010:50).
In line with the original diagram, we fully agree that the
program is surrounded by and positioned in ‘a wider
context’; however, we both found the word ‘Question’
misleading in the context of experimental design
research, as it can be (mis)understood as the commonly
used ‘research question’. Questions have been central in
both our co-design research studies, but not as the
overarching, hypothetical ‘research questions’, which
in many fields is guiding a specific research. For both of
us the final ‘research questions’ were not formulated
until finalizing the PhD thesis. Thus, as illustrated by
ALB in figure 10, to both of us various kinds and many
questions were asked and formulated, framed, and
reframed as questions or statements testing claims, as
both our projects and arguments dynamically developed
with the experiments as well as theoretical and research
context positioning.
In our view, an experimental programmatic approach
means reframing questions continually, which is in line
with the arguments of the XLab project, but in ALB’s
operationalization and subsequently reformulation of
the original XLab diagram, she also aims to capture the
dynamics of her research project. With this
modification, ALB suggests distinguishing between two
types of research questions. The first type of research
questions is identified as ‘overall challenges’ (C) within
which the initial program is established (similar to
MAE’s notion of ‘concerns and issues’ (Eriksen 2012)).
The second type of questions (Q) more specifically
functions as ‘dynamic guides’ during the project in the
sense that these research questions are continually
shaped and sharpened during the project to keep the
program alive.
Figure 11: MAE’s modification of the working diagram – capturing
the stabilized program between experiments (X) and the larger
positioning in relation to Theoretical perspectives and related works
(T) (reprint from Eriksen 2012:74).
Likewise, in MAE’s final version of the diagram
(Figure 11), what surrounds the program has been
rephrased from the larger ‘Question’ to be more specific
by emphasizing ‘Theoretical perspectives and related
works’ (T). In other words – her operationalization of
the diagram aimed to capture how the various chosen
(academic and research field) references assist in
positioning and contextualizing the research, and
sharpening and stabilizing the program/arguments. The
reason for doing this was to match how her program and
final programmatic statements and arguments slowly
and finally matured and stabilized when writing the
thesis. In her project, in addition to what was learned
with the experiments while doing them, the different
chosen theoretical perspectives intertwined in and
influenced the later reflection-on-the-experimentactions when writing the thesis.
In MAE’s thesis work the larger challenges/concerns,
the specific program focus, and the theoretical
perspectives worked as data qualifying the arguments.
Thereby, it practically assisted in choosing which parts
of the experiment to highlight and discuss when these
are changed into exemplars. In this way, the final,
materialized and stabilized PhD thesis worked as one
long argument for the program.
During ALB’s thesis work, the program finally
stabilized as ‘Answers’ (A), which are combinations of
experimental and theoretical perspectives. An ‘Answer’
is thus offered as a practical tool as well as a theoretical
consideration. Thus, in her work, theoretical
perspectives and related works are considered to be
included in the program constantly relating to the
overall challenges.
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SUMMARIZING AND CONCLUSION
Throughout this paper, we have exemplified and
discussed different practices of being a reflective (co-)
design researcher. With backgrounds as a user-centred
industrial designer and a textile designer, we were both
highly influenced by the programmatic approach to
exemplary and experimental design research codeveloped in and proposed by the XLab project.
Overall, we have shown how the program-experiment
dialectics – clearly positioned in a research context −
have been central to both PhD studies. Building upon
that, we have also shown how different experiments
have been at the core of and intertwined in our work all
the way. In other words, we have shown and argued
ways in which experiments were important to both of us
all the way: in the beginning of framing and reframing
the specific research program and contextualizing the
study; in the middle part where we were performing
experiments intertwined with continual programmatic
reflections; and in the closing part of writing the thesis
and intersecting experiments and theoretical
perspectives by formulating contestable exemplars and
arguments.
Finally, the XLab working diagram inspired our work.
Yet, as displayed, we both found a need to continually
modify the diagram in order to constantly adapt it to
where we were in the process, but also to finally
propose revised versions to display how the approach
worked for us in practice as co-design researchers.
ACKNOWLEDGEMENTS
Thanks to Thomas Binder and the Danish Centre of
Design Research for initiating and funding the XLab
project, to Eva Brandt and Johan Redström and all other
XLab workshop participants for fruitful collaborations.
Also, thanks to our PhD supervisors for encouraging us
to work with a program-experiment approach.
REFERENCES
Albers, A. 2000. Selected Writings on Design.
Middletown, CT: Wesleyan University Press.
Bang, A. 2010. Emotional Value of Applied Textiles –
Dialogue-oriented and participatory approaches to
textile design. PhD dissertation. Kolding School of
Design, Denmark.
Bang, A. 2007. Fabrics in Function: Emitinal Utility
Values. In; Second Nordic Design Research
Conference 2007: Design Inquiries. Stockholm,
27-30 May 2007.
Bang, A., Krogh, P. Ludvigsen, M. & Markussen, T.
2012. The Role of Hypothesis in Constructive
Design Research. Helsinki, 28-29 November 2012.
Binder, T., and Redström, J. 2006, Exemplary Design
Research. In: Wonderground the 2006 Design
Research Society International Conference,
Lisbon, 1-4 November 2006.
Brandt, E., Redström, J., Eriksen, M., and Binder, T.
2011. XLAB. The Danish Design School Press.
Brandt, E., & Binder, T. 2007. Experimental Design
Research: Genealogy – Intervention – Argument.
In: IASDR Proceedings. Emerging trends in
Design Research. Hong Kong, 12-15 November
2007.
Eriksen, M. A. 2012. Material Matters in Co-designing
– Formatting & Staging with Participating
Materials in Co-design Projects, Events &
Situations. PhD dissertation. Malmö University,
Sweden.
Eriksen, M. A. 2006. Material Means: ‘ReRepresenting’ – Important Explicit Design Activity.
Exploratory paper In: PDC 2006 – Proceedings of
the Ninth Conference on Participatory Design,
Trento, 1-5 August 2006.
Eriksen, M. A. 2004. The role of materials for
knowledge sharing and collaborative design work.
Creative Environments – Learning, Projects and
researchers’ statements, Arts & Communication,
Malmö University, Sweden. pp. 32-33.
Frayling, C., 1993. Research in Art and Design. Royal
College of Art Research Papers 1(1) pp. 1-5.
Gaver, B. 2012. What Should We Expect From
Research Through Design?. In: Proceedings of
CHI 2012, Austin, Texas, May 2012. p. 937-946.
Koskinen, I.; Zimmerman, J.; Binder,, T.; Redström, J.
and Wensveen, S. (eds.) 2011, Design Research
Through Practice. Morgan Kaufmann.
Latour, B., 2004. Why Has Critique Run out of Steam?
From Matters of Fact to Matters of Concern.
Critical Inquiry, Vol. 30, No. 2 (Winter, 2004), pp.
225-248. The University of Chicago Press.
Markussen, T., Bang, A., Pedersen, P., & Knutz, E.
(2012). Dynamic Research Sketching – A New
Explanatory Tool for Understanding Theory
Construction in Design Research. In: 2012 Design
Research Society (DRS) International Conference,
Bangkok, 1-4 July 2012.
PalCom project website: http://www.ist-palcom.org/
Schön, D. ,1983. The Reflective Practitioner – How
Professionals Think in Action. Basic Books, USA.
Schön, D., 1992. Designing as reflective conversation
with the materials of a design situation.
Knowledge-Based Systems, Volume 5, Number 1.
Butterworth-Heinemann Ltd. March.
XLab project description:
http://www.dcdr.dk/dk/menu/forskning/forsknings
projekter/projekter/x-lab
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SACRED SERVICES: THE POTENTIAL
FOR SERVICE DESIGN OF THEORY
RELATING TO THE SACRED
TED MATTHEWS
CENTRE FOR DESIGN RESEARCH, OSLO SCHOOL OF ARCHITECTURE AND DESIGN
TED.MATTHEWS@AHO.NO
ABSTRACT
BACKGROUND
As we move deeper and into a service economy,
The body of research that this paper contributes to is
part of the project Norwegian Centre for Service
Innovation (CSI). An eight-year project which is the
collaboration between several Norwegian research
centres and some of Norway’s largest service providers.
differentiation of service offerings occurring through the
customer experience is becoming central to the success
of service providers. The emerging discipline of service
design must find new ways to orchestrate settings for
INTRODUCTION
customers that will result in favourable and memorable
‘Due to co-production customer behaviour is of greatest
relevance for the success and failure of the service’
(Mager 2009:p.41) where the customers social and
cultural background can determine the experiential
outcome (Maffei, Mager et al. 2005). Services providers
hope to deliver favourable experiences but they must
also address customer needs (Koivisto 2009; Clatworthy
2011).
service experiences allowing for differentiation to take
place.
Services are defined through their intangibility where
customer’s efforts are deemed inseparable from creating
favourable experiences. The temporal nature of services
mean that time is an important dimension. These factors
can be a challenge for the service designer.
Around the sacred, rituals and myths are created to
concretize and comprehend its intangible nature. These
socially driven constructions give structure to time and
seasons, narratives to fundamentals truths and meaning,
whilst alleviating anxiety though life changes and
allowing for euphoric experiences.
This paper draws from the theory relating to sacred,
mainly from the social sciences, but also through a
‘bricolage’ approach, which aggregates relevant and
useful concepts from the humanities. It argues that
Cannadine (2012) argues that there is still the need for
ritual and myth in modern society and while modern
society still yearns for the sacred or euphoric
experience, it is now often only fulfilled through
consumption, creating myths and ritual to realize these
yearnings (Belk, Sherry et al. 1987). Traditions, myths
and rituals can and have been invented where non have
existed previously (Hobsbawm 2012). These rituals and
myths are then agreed and regulated through community
(Durkheim 2008). Ecstatic, joyful experiences can be
realised through contact with the sacred through ritual
and myth (Eliade 1961; Belk, Sherry et al. 1987;
Durkheim 2008) shared through the effervescence of the
community (Durkheim 2008) the context within which
Marx argues is our natural state of being (Megel 1970).
This paper argues that insights from theory relating to
the sacred can offer the potential for addressing service
design challenges to achieve a positive outcome for both
service provider and customer alike.
service design can benefit from the operationalization of
STRUCTURE
theory relating to the sacred as a way to create
The paper will begin with a summary of the theory
relating to the nature of services followed by a summary
of the theory relating to the nature of sacred through the
constructions of community, myth and ritual. It will
offer two examples of sacred mechanisms experienced
in consumer society. It will then consider the potential
favourable experiences and value for service customers.
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sacred theory has for the field of service design. Finally
it will describe further work to be undertaken as a way
to operationalize this material for the creation of New
Service Development (NSD) tools.
SERVICE DESIGN
Service Design as a field of research is still emerging
(Schneider, Stickdorn et al. 2010; Clatworthy 2011).
Theory relating specifically to Service Design therefore
is limited. This section will draw from this theory and
from the related fields of Service Management and
Marketing.
A commonly used definition for service design is
‘Design for Experiences that reach people through
touch-points, and that happen over time’ (LiveWork
2008).
Service designers do not deliver experience but the
channels or structure by which an experience can be had
by the customer (Zomerdijk and Voss 2010),
communicating this through the service itself (Ramirez
and Mannervik 2008).
The value of this experience ‘is inseparable from the
customers own efforts’ (Thorbjørnsen and Clatworthy
2010: p.3) and described as Service dominant (S-D)
where value is created in use as opposed to a Goods
dominant logic where value is created in exchange. ‘In
S-D logic, the roles of producers and consumers are not
distinct, meaning that value is always co-created, jointly
and reciprocally, in interactions among providers and
beneficiaries through the integration of resources and
application of competences.’ (Vargo, Maglio et al.
2008: p.146).
Some service design and service marketing literature
argue that the nature of services can broadly be defined
by their intangibility (Mittal 1999; Bebko 2000; Maffei,
Mager et al. 2005; Tether 2008; Miettinen and Koivisto
2009) as they are at times unseen and non-material in
their nature. This naturally creates challenges for those
designing services who must, ‘visualize, express and
choreograph what other people can’t see, envisage
solutions that do not yet exist, observe and interpret
needs and behaviours and transform them into possible
service futures, and express and evaluate, in the
language of experiences, the quality of design’ (Holmlid
and Evenson 2008: p.341).
INSEPARABILITY. SOCIO-CULTURAL VALUES
Service experiences are inseparable from the customer’s
own efforts where value is co-created between the
service provider and the customer (being present or not)
(Lovelock and Gummesson 2004; Vargo and Lusch
2004; Edvardsson, Gustafsson et al. 2005). This
presents a challenge for service design and delivery.
Service providers try to create the right context to allow
for optimal circumstances for a favourable service
experience. For example sight, sound, smell, taste and
touch will effect the way a customer experiences any
given service (Wilson 1998; Steinbrück, Schaumburg et
al. 2002). The more deeply a customer engages with
their senses the more likely they are to have a
memorable experience (Haeckel, Carbone et al. 2003).
However the socio-cultural values of the customer will
determine how they will consider the intrinsic value of
an experience as not all of these types of cues can be
culturally shared (Ayabe-Kanamura, Schicker et al.
1998)
This is described as the ‘relational dimension in which
the user perspective is included i.e. the social and
cultural aspects that characterize and influence the
service experience’ (Maffei, Mager et al. 2005: p.7).
It is the customers socio-cultural ‘baggage’ that can
determine how they will experience the service offering.
It will also effect how customers will experience fellow
customers sharing the same space, the presence of
which can sometimes be positive in creating possible
social interaction (Martin and Pranter 1989; Voss and
Zomerdijk 2008), particularly if there is a shared
commitment or brand loyalty (McAlexander, Schouten
et al. 2002; Belk and Tumbat 2005). However in certain
situations the presence of other customers can spoil a
carefully orchestrated service experience (Martin and
Pranter 1989).
Service spaces are also often shared by service staff,
sometimes referred to as ‘actors’ where ‘service scripts’
are followed in the hope that consistency of experience
might be delivered (Diller, Shedroff et al. 2006). The
‘performance’ of these contact personnel can be
essential in delivering a positive exchange between
customer and service provider (Cook, Bowen et al.
2002). Again inseparability can be a challenge if
customers respond negatively to service staff efforts.
For example it can be easy to detect the mechanism of
the delivery of scripts by service staff (Nixon 2011)
which might be experienced as fake. Genuine or
involuntary expressions of emotion are understood as
such and experienced much more positively by the those
they are directed to (Ekman 1997) and within a service
context the customer will better experience a genuine
expression of positive emotion than one that is ‘acted’.
In addition repression of genuine emotions and faking
expression in a work context can also lead to negative,
mental health effects in the long term (Grandey, Fisk et
al. 2005).
The customer’s perception of, and relationship to the
service brand is an essential element in a customer’s
experience of a service. Customer loyalty is an intrinsic
part of any positive customer experience (Berry 2000;
Prahalad and Ramaswamy 2004; Verhoef, Lemon et al.
2009). Berry argues that ‘Branding plays a special role
in service companies because strong brands increase
customer’s trust of the invisible purchase’ (Berry 2000:
p.128), making tangible that which is difficult to
evaluate by the service customer. This argument is
reinforced by Belk and Tumbat (2005) who suggest that
certain brands, specifically Apple, can instil in many
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some of the devotion and positive response observed in
religious and sacred experiences. In this way the brand
then becomes part of the socio-cultural identity and
values of the customer (Diller, Shedroff et al. 2006).
This further strengthens their relation to it and can in
turn connect them to the brand community.
TEMPORALITY
‘It is hard not to imagine a service that does not happen
over time’ (Holmlid 2007: p.7). Socio-cultural values
may effect the way a service is experienced, however
these values change little over time (de Ruyter and
Bloemer 1996). Mood however is more dynamic in
relation to time and cannot be controlled by the service
provider (de Ruyter and Bloemer 1996) not at least in
the time directly leading up to the service encounter.
Service designers use frameworks such as service
journeys to try and control or at the least make concrete
time for the life of the service (Koivisto 2009). The
service timeline as a framework tries to make sense of
this temporality, creating touch-points of experiential
delivery that creates a dramaturgy to the service’s life,
heightening the experience through a sense of
expectation (Schneider, Stickdorn et al. 2010). Here the
aim is to give structure to the service journey, hoping
that the tempo of this structure is balanced to avoid
boredom or alternatively stress (Schneider, Stickdorn et
al. 2010). Within this structure, at touchpoints the value
of the service is evaluated, experienced in the moment
and is as such perishable (Miettinen and Koivisto 2009).
This is value-in-context where ‘value is temporal,
because time becomes an important dimension’(Kimbell
2010: p.3) in the experience of services.
THE SACRED
This chapter will examine the nature of the sacred and
the related phenomena of Ritual, Myth and Community.
This is primarily framed by social science theory,
however there will be reference to some theological and
philosophical positions as both fields have played an
important historical and cultural role of an unfolding
understanding of these themes.
BACKGROUND
For sociology the definition of the sacred is as follows
“Something set apart from the everyday world which
inspires attitudes of awe or reverence among believers”
(sociology.socialsciencedictionary.com 2008) For
theology the sacred underlies everything and it is
perceived by society when it reveals itself to society
(Otto 1923). However for sociology, society constructs
and controls the sacred through some form of agreement
or authority (Geertz. A 2004)
This paper takes the view that the sacred can be
experienced in secular structures and not exclusively in
that of the religious. With religion being but one context
within which the sacred is experienced (Rook 1985).
Many scholars support this view and this chapter will
refer in part to two papers using a sacred lens to
deconstruct consumer behaviour which grounds this
view. ‘The Sacred and the Profane in Consumer
Behaviour’ (Belk, Sherry et al. 1987) and ‘The Cult of
Macintosh’(Belk and Tumbat 2005) consider how
‘consumption has become a vehicle for experiencing the
sacred.’ And how ‘the ritual substratum of consumption
and describes properties and manifestations of the
sacred inherent in consumer behaviour.’ The papers also
address how ‘consumers sacralize or desacralize
dimensions of their experiences’ (Belk, Sherry et al.
1987: p.1). In this view a sacred experience then can
happen outside of religion, with only the experiencers
predisposed relationship to the sacred subject as the
primary agency for how they might understand the
context of where the sacred is experienced (Antes
2004).
SACRED EXPERIENCES
But what is the nature of a sacred experience? Belk,
Sherry et al (1987) summarize the characteristics of the
sacred experience as ‘ecstatic’, existential, ‘joy’,
‘outside of self’, ‘peak experiences’, like the
‘enchantment’ of ‘love, hope, ambition, jealousy.’(Belk,
Sherry et al. 1987: p.7-8). When these expereinces are
shared together within a community it raises the spirit
from the mundane in what Durkheim calls ’collective
effervesense’(Durkheim 2008). An experience of some
rituals would also seem to ‘foster enduring episodic
memories for initiations, in some cases exhibiting all the
features of classic ‘flashbulb memory’ (Whitehouse
2001: p.178).
The community is central to the scared experience
(Belk, Sherry et al. 1987; Belk and Tumbat 2005;
Durkheim 2008; Fry 2011). The community that gathers
itself around that which is agreed to be sacred relies on
mechanisms that in essence create the core of the
community and in addition make the intangible
substantive through symbolic action and narrative. This
is the symbiotic relationship between community, ritual
and myth.
This paper considers community, ritual and myth to be
key pillars for creating the sacred experience. The
following section will illustrate the importance of
community and how myth and ritual are essential
expressions of the community when connected to each
other and the intangible sacred.
COMMUNITY
Knott argues that there is a growing ‘contemporary
desire for belonging, and its spiritual meaning and
significance.’ (Knott 2004: p.76). He suggests that in
our postmodern ‘time of tribes’ (after Maffesoli) that we
understand communities long detached from a definition
of relating to ‘locality’ but relating to faith. This is not
the faith as in religion but as faith in shared ethics,
aesthetics and customs. Marx too disassociates the term
community with locality adding that it is in community
that mankind finds its true nature. (Megel 1970)
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The community through ‘communitas’ has a levelling
quality that unifies groups beyond social demographic
identity to create new, shared values and flattened
structures (Turner 1995). It provides ‘standards for
human behaviour and human relations. They regulate
relations between individuals and groups. They decide
on important issues like what constitutes a man, what
constitutes a woman, and how relations between them
ought to be. They create contexts for identity, meaning,
morality and politics. They decide what is good and
what is evil. They are, in sociologist Emile Durkheim’s
words, ultimate authorities, forces and raise individuals
above themselves. A community is a consciousness of
consciousness and the highest form of human mind’
(Geertz. A 2004: p.193).
This level of influence that community can represent,
especially that of religious community, has been
described as malevolently controlling by some in
popular literature (Hitchens 2007; Dawkins 2008),
however for De Botton most faith communities are
defined more by their ‘fellowship’ breaking down
demographic barriers and making it possible for us to
‘engage with our fellow man without it being strange’
(De Botton 2012: p.32). He argues that faith community
rituals allow people the structure to know how to
behave with others, encouraging enthusiasm and
inspiration.
Belk & Tumbat highlight many of these communitas
structures described by De Botton in the Apple devotee.
(Belk and Tumbat 2005). This camaraderie connects
customers in a ‘fellowship’. Furthermore the inclusion
of the Apple store staff that genuinely connect to the
brand broadens the fellowship of the community, where
emotions and enthusiasm is genuine.
MYTH
The myth and the community are inseparable concepts
for Jean Luc Nancy. It is the myth that communicates
the will of the community and the community that
communicates the will of the myth. In ‘Communicating
itself, it brings into being what it says, it founds its
fiction’ (Nancy 1991: p.56). For Nancy ‘myth and
myth’s force and foundation are essential to community
and there can be, therefore, no community outside of
myth’ (Nancy 1991: p.57).What this suggests is that the
myth becomes its own reality through its
communicating of itself and as community is in itself its
own myth, it too is brought into existence.
But at the core of myth there is something meaningful
for the community. Segal somewhat reductively defines
myth ‘as simply a story about something significant’
(Segal 2004: p.5), however for a community it is the
something significant that binds it and creates a shared
commitment (Durkheim 2008).
Campbell (2008) goes beyond a concept of myth as a
story of something significant and sites Freud to build
the argument that myth is not a fictitious narrative but a
metaphor for some form of truth. An account of truth
that is as valid as any other. This therefore considers
myth not as lies but as symbolic metaphors that allow us
to make tangible the abstract.
For Barthes (1973) the myth is the symbolic signifier of
a meaning that contains a whole system of values,
understood and read through its communication. It is in
this way that the mythologies of brands such as Harley
Davidson connect to existing systems of values of the
customer, connecting ‘to meanings people already
recognize and want’ (Diller, Shedroff et al. 2008: p.31).
This is a powerful connection to meaning where those
who connect to these myths ‘happily integrate this
meaning into their lives’ (Diller, Shedroff et al. 2008:
p.28).
RITUAL
Ritual seem intrinsically linked to myth. Through ritual,
myth becomes action (Segal 2004) with ritual becoming
more efficacious in combination with myth and vice
versa (Eliade 1961).
Rituals are rules of conduct which prescribe how a man
should comport himself in the presence of
sacred………. ritual prepares one to approach the
sacred and may be enacted as an individual or, more
commonly, as a group’ (Belk, Sherry et al. 1987: p.7).
These rules of conduct are for Turner "a stereotyped
sequence of activities involving gestures, words, and
objects, performed in a sequestered place” (Turner
1961: p.36). Offering as Van Gennep would have it,
passages in both literal and metaphorical senses that
allow participants to express and experience a change of
state. (Van Gennep 1960). Ritual in this view is offering
sequential structures to deal with the intangible defined
here in the corpus of the sacred. It is also the instrument
for dealing with change. In Malinowski’s view it creates
a framework for us to deal with the anxiety of this
change (Homans 2012).
Rituals can be an expression of inward emotion and a
reaffirmation of values (Geertz 2000), held through the
community. However it is through its enactment it
creates the conditions to generate emotion and to
strengthen the conviction of these values (Durkheim
2008). Islam and Zypher describe this as such ‘Ritual
Action it is proposed is a form of social action in which
a group’s values and identity are publicly demonstrated
or enacted in a stylized manner’ (Islam and Zyphur
2009: p.116). Rituals can therefore strengthen
convictions, emotions and values in the motion of
expressing them, whilst in turn it has the function of
communicating this outward.
For Van Gennep ‘Rites of Passage’ still play an
essential role in modern society. He argues that the
ritual function is to help us deal with ‘life crisis’, a route
for transition from one state to the next, for example
marriage, pregnancy, betrothal, puberty etc. What Van
Gennep offers is a structure for this transition;
separation, transition, and reincorporation (Van Gennep
1960).
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However in Eliade’s view ritual also allows for us to
make transition to an alternative emotional plane,
connecting us to ‘sacred time’. This is not temporal time
in so far that it connects to the context of the now but
connects to ‘primordial time’ that exists outside of our
cognitive perception of the now (Eliade 1961). In this
way what ritual does in effect is lift the subject out of
their profane (everyday) context and into an alternative
consciousness. This ‘sacred time’ is not dependent on
the temporal time that existed before it as the subject is
lifted and reconnected to the primordial, independent of
the previous context.
However Eliade goes on to explain that on a meta-level,
time can also connect to the meta-ritual of the calendar
year that moves and renews itself throughout the year.
(Eliade 1961)This gives structure to the year. Micro
rituals can exists within bigger ritualistic structures
(Whitehouse 2001). Where these smaller ritualistic acts
strengthen and reinforce the meta-level rites that they
exist within (Rook 1985). The Catholic Church is a
good example, from micro rituals such as hand washing
within the structure of the weekly performed ritual of
the mass, which in turn exists within the meta-ritual of
the liturgical year. (CatholicEncyclopedia 2012)
THE SACRED IN CONSUMER SOCIETY
This section will offer two short examples of sacred
structures in consumer society.
creates a new way to experience and understand the
brand values.
Through interviews with Mac devotees we also hear of
witness and evangelising – spreading the good news of
salvation through transcending corporate capitalism.
Where the sense is Apple is not motivated by the desire
to make money as it is by the desire to bring to the
world truly “neat stuff” (Belk and Tumbat 2005: p.213).
Apple devotees even go so far as to tattoo the logo onto
their bodies to demonstrate their devotion.
Finally by the time the iPhone was launched in 2006
Mac devotees appropriated mythologies and symbols
from religion to communicate their feelings towards the
impending technological release, referring to the new
phone as the ‘Jesus Phone’ (Campbell and La Pastina
2010).
KIT KAT
It would seem that Kit Kat added a ritual to the
consumption of their chocolate bar. Nestle say it
themselves ‘Nestle Kit Kat has a unique finger format
with a ‘breaking' ritual attached to it.’
(http://www.nestle.in/brands/chocolatesandconfectioner
y/nestlekitkat#.UO7Br6X-dUQ 2012)
‘The ultimate triumph of any brand is to be part of a
ritual…. there are brands that plan to be part of a ritual.
..like what Kit Kat did in Japan’
(http://www.aneyeonsaudi.org/tag/kit-kat-in-japan/
2012). This observation is shared by endless sources on
the blogosphere. Kit Kat introduced a transitional ritual,
communicated through TV advertising to allow
consumers to disconnect from temporal time to ‘sacred
time’; from work to break. The advertising demonstrates
to the consumer how to open the product packaging and
then in a specific ritualised way, to break off a single
stick of chocolate, to hold the stick firmly on each end
and then, ‘break’. This is reinforced with the words
‘Have a break, have a Kit Kat’.
Figure 1: Heading for ‘Macca’ on 5th Ave.
APPLE
Belk and Tumbat´s (2005) paper ‘The Cult of
Macintosh’ argues that customers of Apple demonstrate
typical human responses to the sacred that in turn
facilitate unparalleled devotion and attached value to the
brand and heightened experiences of the product.
Figure 2: In Sacred Time.
Through of a series of constructed myths, a community
of Mac devotees understand the brand and their
relationship to it. They construct ‘Hero Myths’
surrounding Steve Jobb’s, reflecting Campbell’s heroic
journey narrative analysis and ‘Satanic Myths’ for
figures such as Bill Gates. These myths create a deeper
account of why, for them, Apple and its founder are so
special. It goes beyond functionality of the product but
This mode of consuming Kit Kat has been
communicated for several decades and on several
continents. As one Indian Marketing blogger writes,
‘More than the shape, Kit Kat differentiated itself by a
ritual…..Kit Kat taught Indian consumers a new way of
eating this product. Kit Kat used advertisement to
promote a ritual for eating a Kit Kat’
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(http://marketingpractice.blogspot.no/2007/08/kit-kathave-brand-have-kit-kat.html 2007)
POTENTIAL FOR SERVICE DESIGN
Service design is defined by its intangibility, by the
inseparability of the customer’s own efforts in cocreating experiences. The customers social cultural
values and mood, impact as to whether the experience is
favourable. Time is a factor that needs to be negotiated
and concretized through the design process.
Theory relating to the sacred proposes structures for
making tangible the intangible, for giving structure to
time, for alleviating anxiety, for reconnecting and to an
extent reformulating personal values through
meaningful narratives and in turn communicating these
values to others. It allows for passages to extraordinary,
memorable experiences.
Imagine if the same sense of community and
commitment was constructed for a telecom company?
Customers would be keen to demonstrate to other
customers that they are sharing the same network.
Could myths be co-created that connected to the
community’s shared values? Would the service include
some form of ritualistic action that allowed subscribers
to communicate outward or to others in the community
their commitment to the service. Would customers look
forward to contacting the call centre, as they know they
would speak to an employee that ‘believes’ to the same
extent as an Apple employee does today.
Descriptions of the sacred experience such as ‘ecstatic’,
existential, ‘joy’, ‘outside of oneself’, ‘peak
experiences’, ‘enchantment’, ’effervesence’, seem to
offer heightened and favourable experiences for the
customer.
Myth if applied correctly, if connected to communities
concept of truth and values can be the vehicle for
creating the community in itself. Harley Davidson
instigated the HOG (Harley Owners Group) community
that creates and is the mythology of itself. It has a
symbolic nature that allows for a cognitive narrative
around the intangible. Disney World described as a
pilgrimage destination by Alexander Moore (Moore
2012) uses myths of America past, present and future to
connect the customer to a shared narrative of self, to
meaning and renewal.
Service providers allude to create extraordinary and
memorable experiences as a way to ensure a
competitive edge. (Prahalad and Ramaswamy 2004).
Sacred experiences could be argued to be
‘extraordinary’ creating lasting ‘flashbulb’ memories.
Finally ritual offers the potential of new frameworks for
structuring, sequencing, conceptualizing and
experiencing time, to create highpoints and seasons for
service journeys not at least for services that are deemed
as life-long such as insurance or banking.
Community offers potential for creating understood
standards, behavioural norms and shared cultural
reference points that could lead to positive experiences
in service settings. People feel contentment in
community. There is the potential for other customers
to be seen as participants in a service ‘fellowship’. This
can include front-line employees, breaking down
hierarchical power structures in a service exchange.
‘Faith’ in this shared experience could lead to genuine
and involuntary expressions of emotion, positive
emotion and commitment from staff communicated to
customers creating the potential for ‘enthusiasm and
inspiration’. (De Botton 2012) a phenomena currently
demonstrated by Apple staff in flagship stores, not at
least during opening rituals.
What would a meta-ritualized framework look like for a
life insurance policy? How could time be communicated
in a cyclical seasonal way? Could highpoints be created
on an annual basis where payments, that are practical
and intangible be made more substantive through myths
that connect to an unspeakable truth of death and
perhaps even renewal?
Figure 4: All of life insurance…..and the next?
Figure 3. Apple staff at opening of Cerritos new store. Halleluiah!
Could micro-rituals alleviate anxiety at pain points
during a service journey, for example during security
checks at the airport. In a setting where shoes and
earthly possessions (at least metal ones) are already
removed from the body, could a constructed rite of
passage using Van Gennep’s theory of separation,
transition, and reincorporation build an experience that
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brings the customer out the other end renewed with
even greater anticipation for their onward journey? How
would the objects used in security checks be perceived
if they were manipulated as part of a ritualized
experience? Could this fit within the larger structure of
a medium-size ritual that starts on arrival at the airport
that builds anticipation for the journey where security
becomes just one part of a grand orchestrated ritualized
experience?
FURTHER WORK
To test whether the theory presented in this paper has
relevance for service design, empirical research is
currently taking place through a research by design
methodology.
This testing is being carried out in New Service
Development (NSD) settings as part of the Centre for
Service Innovation together with the private sector
service partners. Tools are being developed for service
design that operationalizes theory relating to the sacred.
These tools will then be used in co-design settings for
the analysis of existing services and the generation of
new services or service offerings.
Prototyping and testing will take place throughout 2013.
The outcomes will be evaluated together with NSD
teams using a qualitative mode of enquiry, combining
observation, interview and expert evaluation. The
following research questions are being pursued:
Do rituals need to be agreed or exist within a
community to have meaning for the individual?
Figure 5: The Sacrifice.
If we consider Eliade's view of ritual as a conduit to
sacred time, ritual could create service experiences that
are not affected by the ‘temporal’ time directly
surrounding the touch-point, detached from mood and
context. Could extraordinary service experiences be
‘switched on’ through ritual?
CONCLUSION
To remain competitive service providers need to
orchestrate settings for special experiences, which
create value and are memorable for customers. They
must deliver on customer needs not only on a functional
level but also on an emotional and socio-cultural plane,
connecting deeply to customer values and identity.
Theory relating to sacred described in this paper seems
to offer new opportunities for service design. It could
address some of the conceptual challenges relating to
designing with intangibility, temporality whilst
connecting to customer's socio-cultural values.
To what extent can artefacts used in a service exchange
be perceived as sacred objects contaminated through
mythological association?
Can mapping using complex ritualized structures offer
deeper insights and richer structures for service
designers?
Can the use of ritual sequence i.e. Van Gennep’s 3 steps
of rites of passage, offer concrete methods for designing
dramaturgical narratives or transitions?
How does the designer utilize the link between myth
and community? Does the myth already have to exist
within a community, can one be designed and placed
into the community or can find some form of communal
truth to design around?
The expected outcomes of the research will be a tool kit.
The specific form of these tools are difficult to predict at
this juncture due to the iterative nature of the
development process.
Ritual and Myth can give expression to shared,
powerful internal meaning, whilst strengthening them
through enactment. Strengthening them both for the
individual but also for the broader community.
Rituals happen in set sequences and on several levels
from major ‘once in a lifetime’ rites of passage to
annual cyclical rites. From occasional ceremonies to
daily ritual acts. Taking this theory into the design
process offers new and richly layered structures for
understanding time.
This theory is currently being tested through a process
of operationalization that is creating tools based on
these ideas. This form of research by design is being
prototyped and tested in New Service Design settings,
to investigate its usefulness for the field.
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BECOMING THE ENERGY AWARE
CLOCK – REVISITING THE DESIGN
PROCESS THROUGH A FEMINIST
GAZE
KARIN EHRNBERGER, LOOVE BROMS, CECILIA KATZEFF*
SCHOOL OF INDUSTRIAL TECHNOLOGY AND MANEGEMENT, PRODUCT AND SERVICE DESIGN
KTH, ROYAL INSTITUTE OF TECHNOLOGY, *ENERGY DESIGN, INTERACTIVE INSTITUTE
KARINEH@KTH.SE, LOOVE@KTH.SE, CECILIAK@TII.SE
ABSTRACT
This paper explores the border between technology
and design (form giving) from a feminist
perspective. Looking at the energy system and how
it has been integrated in the household, we want to
address the underlying structures that have been
built into the ecology of electrical appliances used
in daily life, preserving certain norms that could be
questioned from both a gender and a sustainability
perspective. We have created an alternative
electricity meter, the Energy AWARE Clock,
addressing design issues uncovered in an initial
field study. In this paper, we will make parallels to
these issues. We also use feminist technoscience
studies scholar Donna Haraway’s theory of the
cyborg in order to clarify useful concepts that can
be derived from feminist theory and that can act as
important tools for designers engaged in creative
processes. From our own experience with the
Energy AWARE Clock this approach has great
potential for questioning and rethinking present
norms within sustainability and gender, from the
viewpoints of design research and design practice.
INTRODUCTION
Constructivist technology studies argue that those who
design technologies are, in the same stroke, designing
society (Latour 1988). We agree, and in this paper argue
that it is important for Feminist Technoscience Studies
(FTS) to incorporate a design perspective. In addition,
we emphasize the potential of knowledge transfer in the
reverse direction, i.e. acknowledging the fact that design
research may benefit from knowledge within FTS.
As an illustrative example we re-visit a design-case of
an experimental artefact, the Energy AWARE Clock
(from now on referred to as EAC), an alternative
electricity meter that was developed using a research
through design approach (Frayling 1993) to explore
how the notion of electricity as a commodity can be
reformed, so that a more conscious usage becomes the
norm. In line with the focus of the discussion within
FTS, many researchers view research through design as
a designerly inquiry, focused on the making of artefacts
with the intended goal of societal change (Binder &
Redström 2006).
The EAC was a design experiment resulting from a
larger research project called AWARE. The project
resulted in several fully working design prototypes that
explored different angles in the use of electricity from a
design perspective. One of these designs was the EAC
that was later evaluated for three months in a user study
in nine households just outside Stockholm, Sweden. The
results from this user study, as well as the initial field
study and the design process, have been covered in
depth in a previous paper by the authors (Broms et al
2010).
We have previously discussed how the traditional
feminist interpretation of form follows function is
visualized in the form language of technological
artefacts that contributes to the division of domestic
labour (Ehrnberger et al 2012). In this article we explore
these relations in further depth and examine the very
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border between what we perceive as design (meaning
the form given artefact) and pure function, and how this
distinction affects our values in everyday life.
As the practical context for this discussion we will look
closer at the energy system and how it has been
integrated in society and the household in particular.
Inspired by the feminist discussion within FTS, we want
to better understand how design contributes to the
division of roles in the household and how this relates to
the energy system. For example, how are different
spaces used and what physical properties of things
reinforce and constitute present norms and traditions?
Understanding these relations is important for new
practices to form, creating new objects and spaces
adding to the present ecology of household products,
tools and services.
the focus for this discussion is the dichotomy of home
versus work. Less discussed is the fact that this
dichotomy in the post-war period became threatened
when the family was "in crisis" due to the fact that
during the war women had left the home to work. The
50s was a decade where enormous amounts of cultural
capital were invested in the ability to reconstruct the
nuclear family and live out a set of highly structured
gender roles in the home (figure 1). Women went to
their household duties while men were encouraged to
take over chores previously done by professionals, like
plumbing, electricity work and reparations of the house.
The housewife and the “handyman” became symbols
for the dichotomy that the family and the household
were built upon (Gelber 1999).
Drawing on themes derived from the field study
informing a design process (Broms et al 2010), we make
parallels to arguments in Haraway’s cyborg theory. By
doing this we want to highlight how feminist theory
may be integrated in the creative design process and
how concepts from feminist theory may act as important
tools for a designer. Connections to feminist theory
were insights that continuously grew and expanded
through the design process for the EAC, and by
analysing this process in retrospect we can gain valuable
insights about some of the numerous small and large
design decisions that were not as clearly articulated at
the time.
The first author already had experience of incorporating
a feminist perspective into a critical design process from
a previous project. Experiences from this process
influenced the design work of the EAC as well even
though a feminist perspective was not explicitly set out
within the research program.
Next, we will look more closely at the history of gender
roles in relation to electricity in the household. Then we
will expand on some theoretical starting points related
to feminist theory. Finally, we will use these to analyse
the design process of the EAC and conclude by
discussing the results and potential of this method.
THE GENDERED ENERGY SYSTEM
In this section we will look more closely at how gender
roles in the home have developed throughout recent
history, how this development is linked to the shape of
places in the home and how they are populated by
technology in different ways. We discuss non-places
and non-things, man caves and the conceptual
integration and design of the energy system into the
household.
GENDERED DIVISION OF THE HOUSEHOLD
Feminist critique of design states that since Modernism,
the view of women as belonging to the private sphere
and the man belonging to the public sphere has been
crucial to how artefacts are designed (Sparke 1995,
Attfield & Kirkham 1989, Ahl & Olsson, 2002). Often,
Figure 1: The kitchen, filled with technical artefacts belonging to the
female sphere (illustration from unknown children’s book, 1956).
Although recently there has been some movement
across gender domain boundaries, the gendered division
of domestic labour still dominates. Thus, of the
technologies present in the modern household, only a
small number are used equally by women and men:
those used in the routine tasks of cleaning and cooking
are more commonly used by women and girls, whilst
those used in the non-routine tasks of home
maintenance and gardening are more commonly used by
men (Sullivan 2000, Prhat 2004).
NON-SPACES, NON-THINGS
The division of domestic labour has led to the fact that
spaces in the home have become gendered. For
example, the kitchen is still considered a female sphere
while the garage is considered a male sphere (Massey
1994, Prhat 2004). The anthropologist Marc Augé
writes about urban non-spaces, meaning spaces that are
not designed with everyday activities in mind – for
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example parking places, wasted plots and airports (Augé
1995). Similarly, our homes have spaces that are
reserved for storage, technological devices or just
passage. Spaces like the garage, the attic or the cellar
are not seen as a part of the household sphere since they
are not a part of our daily life. While the kitchen, the
living room and the bedroom have become targets for
interior design, the non-spaces have been left
untouchable and isolated from aesthetical influences.
From a feminist perspective, this could be explained by
the fact that these spaces belong to the male domain of
the household. They are designed for pure function, the
machinery and maintenance of the house, isolated from
everything that could be associated with everyday life
and consumption (Sparke 1995). Therefore, they also
become invisible and through that impossible to
question. In fact, there is a growing trend in the U.S
where men occupy these kinds of spaces and turn them
into ‘Man Caves’. According to Wikipedia (Wikipedia
2012), a Man Cave is:
(...) a metaphor describing a room inside the house,
such as the basement or garage or attic or office, or
outside the house such as a wood shed or tool room,
where "guys can do as they please" without fear of
upsetting any female sensibility about house decor or
design.
As the definition implicates, these spaces are reserved
for masculine tasks. Consequently, the artefacts and the
technology connected to these tasks or activities are
intended for men. As previously mentioned, power tools
and electronic equipment are traditionally considered
‘male’. But there are also other artefacts connected to
these spheres, artefacts that are not even considered
artefacts but just regarded as representations of a
technical system. The boiler station, the electricity fuse
box and the energy meter are just some examples of
these devices. But they are artefacts, even if of a
different kind. The first category is concrete tools
connected to the male space and these may be used for
carrying out male activities. The second type are tools
that are not necessarily used. Instead they represent a
connection to the technical system. Together they
constitute systems that operate the social stage of the
house, but, just like the spaces they operate in, they
have become invisible (Ketola 2001). Sometimes it is
necessary to interact with these artefacts, for example
when a fuse needs to be changed or when the boiler is
overheated, tasks that are performed predominantly by
the man in the house – the handyman (Prhat 2004).
It is in the home where gender roles are created,
maintained and reproduced (Pinto 2006). Research
shows that the technical artefacts play a central role in
this, as they are a part of a social system that is directly
linked to gendered places and activities. As previously
stated, the form language of these artefacts helps
perpetuate this understanding (Ehrnberger et al 2012).
THE ENERGY SYSTEM IN THE HOUSEHOLD
Today, the energy system has become a natural part of
the machinery of the house, and the technological
interfaces to this system are perceived as pure function
with no correlation to aesthetics values. A clear example
of this way of thinking was an advertisement from 1998
by the Swedish energy company Vattenfall where the
energy was described as just “two holes in the wall”
(Löfström 2008).
However, looking back in history, we can see that
representations of the energy system have been far from
just two holes in the wall. During the industrial
revolution, electricity as a commodity became
increasingly common in households. For the growing
amount of electricity users the increasing number of
related artefacts that became part of the interior and the
front end of the electrical system – like radiators,
lamps, light switches and power outlets – were often
carefully decorated to fit with the aesthetics of the
home.
Research shows that the more invisible these systems
get, the harder they are to criticize (Ketola 2001,
Löfström 2008). This discussion constitutes the basis
within feminist theory in a very similar way: the society
is described as built upon the invisible white
heterosexual male norm. To be able to criticize the
norm, it must first become visible. Feminist theorists
suggest different ways of doing this, some of which
could be utilized in a similar fashion within the
sociotechnical context and the energy system.
FTS AND DESIGN
Feminist design critics have discussed design from a
sociotechnical point of view, pointing out the
correlation between design, technology and social
change (Attfield 1989, Attfield & Kirkham 1989,
Sparke 1995) but there are few design experiments that
present design strategies for such change (Ehrnberger et
al 2012). The critique within FTS touches design issues,
often referred to as material embodiment (Cockburn &
Ormrod 1993, Wajcman & Mackenzie 1999). For
example, Wendy Faulkner suggests distinguishing
between gender in technology and gender of technology
(Faulkner 2000, p. 83):
In the former case [in technology], gender relations are
both embodied in and constructed or reinforced by
artefacts to yield a very material form of the mutual
shaping of gender and technology. In the latter [of
technology], the gendering of artefacts is more by
association than by material embodiment.
Here, it becomes quite clear that a more profound
design perspective is needed. For a designer, gender in
technology and gendering of artefacts by association
should not be distinguished from each other, since they
intersect. The way an artefact is technically constructed
often affects designers in their form decisions (the
material embodiment), which in turn affects people’s
associations. This agrees with the feminist interpretation
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of form follows function, where the machine (the man)
takes priority over the body/ the form (the woman)
(Attfield 1989, Sparke 1995, Ahl & Olsson 2002).
Ehrnberger et al describe an illustrative example of this
where a drill and a mixer switched product language
(material embodiment). The switch revealed how
people’s associations were fixed to the particular
product language that in turn was connected to ideas
about gender and technology (Ehrnberger et al 2012).
THE CYBORG THEORY
The energy system is a sociotechnical system, meaning
that it consists of technical artefacts and processes as
well as actors, organizations and institutions that are
linked together in the utilization of energy. The view of
energy as a sociotechnical system implies that
knowledge, practices and values also need to be taken
into account to understand the process of change in such
systems. This approach derives from Science
Technology and Society (STS). However, in this section
we will first make a short account of the Actor Network
Theory (ANT), in order to explain the theoretical
direction of this paper. ANT is distinguished from many
other theories within STS for its distinct materialsemiotic approach. We will then continue by focusing
on the theory used in this paper, the feminist cyborg
theory by Donna Haraway, which derives from ANT.
ACTOR NETWORK THEORY
Actor-network theory is an attempt to explain how
material-semiotic networks tie together to act as a larger
whole. The clusters of different actors that constitute
this whole can be both material and semiotic, both
human and non-human. These networks are rarely static
but exist in a constant state of making and re-making.
Since the networks are constantly changing, the social
relations within are constantly performed and negotiated
otherwise the network would dissolve.
Bruno Latour uses the term black box for any sealed
network of people and things. For example, the energy
system in the household can be seen as a sealed
network. As previously mentioned, it consists of
representations, which in turn contain components, but
we only interact with the designed (form given)
artefacts of this system such as lamps or domestic
appliances. Latour states (Callon & Latour 1981, p. 285)
A black box contains that which no longer needs to be
considered, those things whose contents have become a
matter of indifference.
To open up the black box and to visualize the elements,
Latour means that something in the system needs to
happen or break down. We mean that design could be a
tool to make things ‘happen’.
DONNA HARAWAY AND THE CYBORG THEORY
FTS scholars have long identified the ways in which
socio-technical relations are manifested not only in
physical objects and institutions but also in symbols,
language and identities. In line with ANT, humans,
scientific facts and technological artefacts are treated
simultaneously as semiotic and material.
In our analysis, we have foremost been influenced by
feminist theorist Donna Haraway. Of all the FTS
scholars, she and Sandra Harding have the broadest
notion of technoscience as a material-semiotic practice
(Harding 1998). Haraway’s term natureculture
(Haraway 1991) refers to the interaction of different
sciences in order to fully understand how they influence
each other. Also, as with design, she sees science as a
process and argues the importance of instability and
uncertainty in ensuring constant movement in research.
As the field of design research is growing, establishing
concepts such as discursive design, critical design and
conceptual design, we find this view of knowledge
making interesting.
In this article, we apply an interpretation of Donna
Haraway’s cyborg theory as an analytic framework of
the design process described (Haraway 1991). Haraway
deploys the metaphor of the cyborg to offer a strategy to
break loose from power structures. Haraway means that
the world is built upon dualism, which creates
boundaries and restricts our capacity to think in other
categories than the dominating. The cyborg is a symbol
for paradox; it is a hybrid between organism and
machine. It is a creature of social reality and at the same
time a creature of fiction. Haraway suggests using the
Cyborg as "a figure of thought" in order to stop the
separation between binary divisions such as
nature/culture, science/society, private/official,
masculine/feminine, man/machine and so on. We find
these arguments applicable in this study, since our
research context deals with the dichotomy of the
household and the border between design and
technology.
Drawing on the three interview themes as described in
previous work (Broms et al 2010) we make parallels to
three selected arguments in the Cyborg theory in order
to clarify useful concepts that can be derived from
feminist theory and that can act as important tools for a
designer engaged in a creative process. These concepts
are diffraction, the male gaze and metaphors.
Diffraction
Haraway proposes the notion of diffraction as a critical
practice for knowledge making (Haraway 1996). The
diffraction metaphor could be likened to a prism, where
a light ray can take numerous different, and sometimes
intersecting, paths depending on the entry point and
angle. Similarly existing information can be divided into
multiple readings – perspectives – that overlap each
other. This is different from general notions of
reflexivity, which Haraway argues do not go far enough
to attend to effects that are relationally produced.
Diffraction, on the other hand, allows multiplicity,
differences and enables critique, thus clarifying which
differences matter, how they matter and for whom.
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Figure 2: Left, an air pump hidden behind chairs. Right, an informant uncovering an electricity meter in the basement.
The Male Gaze
Feminist theorists argue that the world is perceived from
the perspective of a white, middle aged, heterosexual
man. Donna Haraway calls this the male gaze. She
rejects the power that the male gaze assumes as it
(Haraway 1988, p. 581):
(...) mythically inscribes all the marked [that is female]
bodies, that makes the unmarked category claim the
power to see and not be seen, to represent while
escaping representation.
This means, that males act, females appear; females
watch themselves (through the male gaze) being looked
at. The concept of the male gaze has been influential in
feminist film studies and media studies, discussing how
the camera puts the audience in the perspective of a
white heterosexual man. When referring to bodies,
Haraway makes no distinction between human bodies
and embodiment.
Metaphors
Donna Haraway is often mentioned as a metaphor
theorist. In her work, both visual and lingual metaphors
are consequently used as tools in order to challenge
cultural borders and categorizations. As already
mentioned, the cyborg is an example of a visual
metaphor. However, the cyborg is not simply material,
but an embodied material-semiotic actor that is
constructed and marked by understanding and practice
of materiality, technology, and linguistics (Haraway
1988). Examples of lingual metaphors by Haraway are
manmachine, mananimal and manwoman.
FIELD STUDY
The start-up of the design process consisted of several
activities, such as overviews of the energy field,
workshops with stakeholders and word association. In
conjunction with these activities a field study was
conducted in order to inform the design process and to
gain an understanding of the individual households’
living spaces and context. For this we used qualitative
methods and collected data through home observations,
photographs and interviews with members of
households. Our queries evolved mainly around three
topics – the home as the material framing and context
for everyday actions; savings and energy efficiency as
driving forces and activities; and finally electricity
consumption, how and where it is used. A total of nine
households were interviewed, each selected to reflect
different living conditions and lifestyles. Each interview
took about two hours and was followed by a walk
through the house while discussing and photographing
things of interest for the study. The interviews were then
transcribed. Notes and photographs were categorized in
order to subsequently analyse and identify general
topics and ideas. Three major design themes were
identified. These themes were clearly salient and stood
out from the collected data: complexity, visibility and
accessibility.
COMPLEXITY
The feedback our informants got on their electricity
consumption was primarily through two communication
channels: the electricity bill and, in some cases, the
energy meter. This did not provide enough feedback, as
information from both channels was perceived as too
complex (Broms et al 2010). The language for
communication with the user could be argued as being
technocratic and male-oriented. They were designed
from f the idea of electricity as a commodity,
communicating out of the non-spaces of the house and
in the one-dimensional technical lingo of kilowatthours. Visibility
Representations of the electrical system in the
household are more or less successfully disguised;
hidden behind covers and assimilated to the background
surface, for example painted white in an effort to
neutralize any visual impact. In the study, one informant
had more or less successfully covered an air pump that
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was deemed visually unpleasant behind a set of antique
chairs (figure 2). In addition to this the electricity is
produced in large-scale power plants that usually lie far
away, separating production from use and making it less
natural to reflect upon. Electricity is an invisible norm
that these days is rarely thought about unless it for some
reason, ceases to function – for example in a power
outage.
ACCESSIBILITY
The energy meters were often placed in ‘non-places’
(Augé 1995) like in the basement or the garage, as
elaborated on earlier, and therefore isolated from
everyday areas like the living room or the kitchen that
are occupied by more members of the household.
Movement pattern has implications for accessibility,
which in turn is related to engagement. It is difficult to
become engaged in the electricity consumption of the
household when information regarding this is presented
in places rarely visited. In the field study, an 81-yearold male had made a habit of going down to the
basement and writing down the current position of the
numbers on the electricity meter. In this way he could
deduct the rate of electricity consumption by subtracting
yesterday’s readings from todays. Among the
informants interviewed, he was the only one dedicated
to carrying out this ritual (figure 2).
THE DESIGN
The Energy AWARE Clock was designed with an
overarching idea to communicate energy use as an
integrated part of everyday life and to have its own
utopian design, although one could argue that the
connotations to a clock bears resemblance to an archaic
design (Forty 1986). The meter visualizes the daily
electricity use of a household on a, by default, 24-hour
clock-face, and is intended to bear resemblance to an
ordinary kitchen clock, both in form, location and use.
The external shape of the Energy AWARE Clock
resembles a two-dimensional house and has a front
covered with a partly dark, partly transparent, acrylic
sheet mounted on top of a colour display. On the display
a circular graph is shown that renders the home’s
present use of electricity (kW) and also the historical
consumption over time (kWh). A complete rotation on
the clock-face can represent anything from a minute to
an hour, 24 hours, a week, or a month depending on
which view that is selected via a button on the front.
There is only one other button, placed to the left, that
toggles a numerical kW representation on and off. The
angle of the pointer on the display represents the current
time whilst the length of the pointer represents the
amount of power being used at that specific moment.
When an electrical apparatus is switched on it shows up
on the display immediately in terms of a longer pointer.
As time moves on the pointer leaves a trace showing the
historical electricity use. The shape of the resulting
graph indicates what has happened during the course of
the day. Previous turns fade away slowly and the
consumption of the current day is drawn on top of that
of previous days, making it possible to compare the
current electricity consumption with that of the day
before and the day before that. Data about electricity
usage is sent wirelessly to the display from a small unit
attached to mains fuse box.
REFLECTIONS ON THE DESIGN THROUGH
THE CYBORG THEORY
Starting from the cyborg theory we will now reflect
upon the design process of the EAC (figure 3),
considering each theme in light of our interpretation.
COMPLEXITY AND DIFFRACTION
The theme of complexity from our field study may be
broadened by linking it to the concept of diffraction.
With the EAC, we set out, in one sense, to make it
easier to understand and react on feedback regarding
electricity use. But rather than simplification and
abstraction of the information to be displayed, we
instead strived for complexity in lines with the concept
of diffraction. This is because in terms of experience, it
is often complexity rather than simplicity that is sought
and appreciated (Norman 2004, Stolterman 2008). The
most meaningful artefacts in our lives are not
necessarily those that are simple in their
communication. On the contrary, they may open up for
a multiplicity of interpretations and uses in a similar
way as we found with diffraction. Instead of using onedimensional numbers and units accepted by the industry
for communicating electricity consumption, we created
a circular graph reflecting the usage throughout the day.
The shape of the pattern not only gives clues about the
electricity used in relation to a specific time or activity,
it also, on a higher level – similar to the concept of
diffraction – ties together the visualized electricity use
patterns with all kinds of everyday events – similar to a
diary. Television-sets switched on in the evening,
microwave ovens turned on for short times, freezers and
fridges going on and off, and much more – all electrical
appliances are overlapped creating an intricate pattern
presented for the householders to reflect on. No single
answer is given, no behaviour is affirmed or
condemned; electrical patterns are presented as a
reflection of real life patterns in all their complexity.
Tacit design knowledge analogous to the concept of
diffraction was here used as a design approach where
different interpretations and readings are integrated into
the design and allowed for.
VISIBILITY AND THE MALE GAZE
To be able to criticize the norm, it must first become
visible. This notion of the male gaze could be applied to
the idea of the electrical system in the households. What
is visible and what is hidden and who decides this? As
previously mentioned, most devices of the electrical
system are disguised, hidden and isolated from the
everyday living area. According to Haraway, this could
be explained by the fact that male gaze has, through
history of development, put these devices in unmarked
categories “to represent while escaping representation”.
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Figure 3: The Energy AWARE Clock was designed to encourage a more central placement in the household.
This means not only that these devices become
invisible, but also that the invisibility itself steers our
notion about how the energy system works. Again,
research shows that the more invisible these systems
get, the harder they are to criticize.
To approach the problem of invisibility, the EAC was
designed to stand out as an object in its own right,
making electricity ubiquitous and tangible. It was
important to move away from the instrumental form
language of the traditional energy meter that was
associated with invisibility and pure function (the male
gaze, if we apply our interpretation of Haraway), and
instead try to make it aesthetically compelling so that it
would encourage visibility in regards to placement. We
chose the shape of a house, a semiotic related decision
to symbolize the household as a whole, where the
circular graph and the electricity patterns become
central to the house. The EAC was made with the
intention to visualize information about the electricity
system in a way that broke away from the present norm
of a hidden culture that is hard to reflect upon.
ACCESSIBILITY AND METAPHORS
Just like the form language, the very word “energy
meter” has bearing upon which context it will be placed
and categorized in, bringing forth connotations to nonplaces in the home. As previously mentioned,
instrumental objects in the household are often covered
or hidden from the daily life. In order to break loose
from these connotations and transcend into a another set
of product metaphors, we used the image of the clock
object and called the new meter the Energy AWARE
Clock in order to further strengthen this new marriage
between energy metering and the procedure of daily
timekeeping. The power of language over thoughts and
acts cannot be underestimated. Here, the usage of
metaphors has a great influence on our way of thinking,
acting and talking (Lakoff & Johnson 1980). The clock
metaphor is intended to signal to residents to put the
EAC in a central, shared space of the household – just
like an ordinary wall clock - in order to engage all
residents in reflecting upon the use of electricity, and
establish a relationship to the electricity system in more
accessible areas of the home. The choice of materials
further enhances this.
CONCLUSIONS
In this paper we have explored how feminist theory may
be combined with design research as a strategy to break
away from a gendered interpretation of technology that
influences our design decisions. We have applied
concepts from the cyborg (Haraway 1991) to analyse
interview themes from fieldwork that were initially
carried out to with a focus on energy visualization. The
energy visualization artefact was developed with the
intention to make electricity consumption a conscious
part of everyday life for all householders.
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Attending to the interview themes that constituted the
areas of inquiry – complexity, visibility and
accessibility – we have applied suitable concepts central
to the cyborg theory – diffraction, the male gaze and
metaphors, respectively – to clarify how feminist theory
can be used in relation to the design process, using the
EAC as an example. Looking at the energy system as a
whole, making no division between what should be
allowed to be designed (form given) and what should be
pure function, a more open and inclusive approach
could be used in the design process.
Based on our results, we believe the discussion within
FTS and the design field could more easily approach
each other if we reflect upon and define the very word
“design”. While FTS scholars often use the word design
addressing more functional characteristics such as
facilities or features in the technology, designers use it
in terms of aesthetic characteristics, the form language
(Ehrnberger et al 2012). We suggest seeing these two
meanings as one, mutually transforming each other. To
follow STS scholar Donna Haraway, they "become
with” each other in a social process (Haraway 2008, p.
4). This approach would not only offer the possibility of
learning more about the relationships between
technology, design and gender but would also open up
negotiation between them and, through that, engender a
societal change.
In the subsequent three month EAC user study one of
the results was a higher and more even engagement
between men and women concerning electricity
consumption (Broms et al 2010). However, this is just
one of many potential benefits when using concepts
from FTS in design research and practice, allowing
approaches that question all kinds of norms and
encouraging new ways of thinking. At the time of
writing this article, a commercial version of the EAC,
called simply Aware Clock, has become available
which make the authors hopeful of having produced
research results that initiate real change.
ACKNOWLEDGEMENTS
Many thanks go to our colleagues Sara Ilstedt, Fredrik
Sandberg, Anna Holmquist and Vicky Derbyshire for
valuable feedback and to anonymous reviewers for their
input. We also acknowledge the support of a grant from
The Swedish Energy Agency.
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THE SOCIAL FABRIC: EXPLORING THE
SOCIAL VALUE OF CRAFTSMANSHIP
FOR SERVICE DESIGN
MICHELLE BAGGERMAN¹
BAS RAIJMAKERS¹
MICHELLE.BAGGERMAN@GMAIL.COM
BAS.RAIJMAKERS@DESIGNACADEMY.NL
KRISTI KUUSK²
OSCAR TOMICO²
K.KUUSK@TUE.NL
O.TOMICO@TUE.NL
DANIËLLE ARETS¹
¹DESIGN ACADEMY EINDHOVEN
DANIELLE.ARETS@DESIGNACADEMY.NL
²EINDHOVEN UNIVERSITY OF TECHNOLOGY
ABSTRACT
INTRODUCTION
This paper addresses the social component of
craftsmanship in relation to service design. The
transferal of crafting skills and knowledge can be
considered a service that is co-created between
master and apprentice. The social aspects of
learning craftsmanship will be discussed in the
light of how they could benefit designers in the
development of Product Service Systems.
Workshops in bobbin-lace making that took place
as part of a research project about smart-textile
Product Service Systems serve as the foundation of
this analysis. A group of designers assumed the
role of apprentices in these workshops. The aim
was not only to apprehend the basics of this
historical craft, but also to get an understanding of
the concept of craftsmanship. In this paper we
discuss our observations and reflections on being
designers as apprentices and how the insights
gained can apply to service design.
Services are created by and for people, a fact that
guarantees social relevance but also introduces social
complexities in creation and delivery. Experts in many
disciplines need to cross boundaries and design and
develop collaboratively in order to reach valuable
results. That is not always an easy task: habits,
vocabulary and culture often vary tremendously from
discipline to discipline. A manager, an engineer and a
designer, could be from the same country but when it
comes to their professional expertise they may just as
well speak Chinese, Greek and Welsh.
In the development of Product Service Systems (PSS)
the process is often taken on with a designerly approach,
with “design thinking” as a foundation (de Lille,
Roscam Abbing & Kleinsmann 2012). Within this
research project on Smart Textile Services (STS) the
development of a PSS is investigated from both a
designerly and a craftsmanly approach. This paper will
discuss the craftsmanly approach to designing and
delivering services based on the insights regarding
craftsmanship gained during several bobbin lace-making
courses, taken as a part of this research.
Crafting together in a workshop, family or other group
setting more than the production of practical and
decorative objects, historically used to have an
important social function. Using this as an example
could help cross interdisciplinary boundaries in creating
PSS. The social context of craft may offer us an
interesting method to reflect on services. We
experimented in a real craft setting of bobbin-lace
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making to see how service design could benefit from a
traditional way of learning and practicing crafts under a
master in a group of apprentices. Based on this
experience we would like to focus in this paper on what
service design could take from and contribute to the
social context of craftsmanship.
The STS research is conducted within the Creative
Industry Scientific Programme (CRISP), a collaboration
between Dutch knowledge institutes and over sixty
industry and social partners with a joint aim to develop
academic and applied knowledge in the field of PSS.
SERVICE DESIGN
The concept of “service” as defined by Service
Dominant (S-D) logic, involves goods representing a
mechanism for service provision as well as intangible,
dynamic resources, inputs for co-created value, and
relational, economic and social processes (Gummeson,
Lusch & Vargo 2010). In other words: goods and
services are parts of a whole, which cannot be viewed
separately. In contrast to product manufacturers, service
providers shape the service together with users, who
thus become part of the production process (Morelli
2002). Tangible and intangible aspects of services are
linked in carefully designed Product Service Systems
(PSS), where the tasks of a designer go far beyond the
usual focus on form and function and sometimes require
the designer to let go of control.
Service design cannot operate on its own. To create an
optimal service experience, specialized competence
from design disciplines is needed (Holmlid 2007). A
range of different stakeholders need to be involved.
Service designers work with service providers,
managers and marketers, with users and with experts
such as psychologists and anthropologists. All bring in
their specific knowledge, experience and objectives, but
coming from such varied positions often speak a
different “language” and may have difficulty
understanding each other. Here, designers can add value
in the design process of PSS in various ways, by playing
different roles (for example leading, facilitating or
producing) acting like “glue” between disciplines (Ten
Bhömer et al. 2012).
Product Service Systems are developed in an iterative
process, going through many cycles of tweaking and
adjusting, using tools and methods from various
disciplines. It could be argued that services are
“evolved” rather than designed, as is the whole field of
Service design itself (Stickdorn & Schneider 2011). A
service cannot be designed, produced and then supplied
in the way a product can. The process of tweaking and
adjusting continues in practice, varying with the context
in which the service is implemented. Designers are well
equipped to intuitively steer and accelerate this
evolution, as they can imagine desirable futures and
pave the road towards them by quickly connecting many
disciplines, methods, materials and tools. This is why
they are invaluable to service design.
However, we are of the opinion that a service could not
just be designed, but could also be crafted. Let’s
compare this design approach to a craftsman’s approach.
“Each of the craft disciplines has a multicultural history
that is recorded mostly as objects, many from societies
that have long since disappeared. (…) A huge body of
objects serve as an enormous reference library for
craftsmen.” “Craft looks to the past for techniques,
visual cues, meanings and ideas.” (Metcalf 1993).
Where designers are more oriented towards the future,
craftsmen come to innovation by retrospection. Here
lies an interesting difference, but also an opportunity for
the imaginative service designer and highly specialised
craftsman to meet and support each other.
Craftsmanship is taught hands-on by passing on
knowledge, traditions, telling stories and demanding lots
of practice while continuously focusing on a great level
of detail and depth. As such the transfer of craft skills
and knowledge could be considered a service. This is a
service that like other services, as Morelli explained, is
being refined in practice by service providers and users.
Craft knowledge and skills have been passed down
through generations in as many different ways as there
are crafts and depend greatly on a social context to be
preserved and to evolve.
THE SOCIAL SIDE OF CRAFTSMANSHIP
Some refer to craftsmanship simply as highly skilled
manual work. Richard Sennett in The Craftsman (2008)
describes his interpretation of craftsmanship as a basic
human impulse, an engagement and a very balanced
connection between hand and head, but also quotes Karl
Marx, “who framed craftsmanship in the broadest
possible terms as “form-giving activity.” Sennet emphasises that self and social relations develop through
making physical things, which enable an “all-round
development of the individual.” (ibid. p.29) with which
he makes an interesting point about the social value of
craftsmanship. Crafts are not just about skills, they are a
way to express and develop oneself and relate to others.
This social aspect is also beautifully expressed by Betsy
Greer, who writes in her book Knitting for Good: “I
began to understand that there are benefits to knitting
with others beyond just teaching them something new
and then setting them free. We can have conversations
that unfold just like the knitting itself. Instead of only
speaking for a minute in passing, when you are knitting
with someone else, you have a chance to see where a
conversation takes you without having to rush. Just as
your knitting has a rhythm, so do the conversations you
engage in while you work. The ease of conversation
prompted by craft helps us connect with others beyond
our own racial, economic, or social backgrounds,
allowing everyone involved to learn about someone new
and foster a sense of belonging.” (Greer 2008, p. 54-55).
So the rhythm of repetitions in practicing a craft serves
to develop material consciousness and tacit knowledge,
but also as a tool for conversation and reflection which
can only occur in a social context.
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An important place to practice and proliferate crafts has
always been the workshop. Throughout history master
craftsmen have shared secrets of the trade with their
apprentices in the workshop (Sennett 2008, p.64-65, 7375). The relation between a master and his or her
apprentices is important, but the service of proliferating
craftsmanship is not only delivered from master to
apprentice. The interactions between apprentices are
also a key part, as they help and challenge each other
and may compete or share in order to advance.
Everyone in the workshop plays a role in the transferal
of knowledge and for this being both receptive and
willing to share is necessary. Keeping things to yourself
is counterproductive. By sharing expertise, the body of
knowledge remains in motion, helping both the craft and
the people practising it develop. We call this social
construction of craftsmanship a “social fabric”.
It can be hard to make a clear distinction between craft
and design. Not in the least because the design
discipline is rooted in the arts & crafts movement.
While it is obvious “craft” and “design” are not two
words that describe the same phenomenon, it is
impossible to pinpoint exactly where the boundaries
between the two lie. Because of this it’s not the field of
craft but the attitude of craftsmanship and its social
affect, or social fabric, we choose to discuss here, in
order to make clear its value for service design.
CONTEXT OF APPLICATION
Textile crafts have been practiced for many centuries,
starting with very simple tools and techniques to create
fabrics, gradually becoming more and more complex.
All crafts have either gone through a similar evolution
or been displaced. Innovations took many generations of
craftsmen to mature. Today most textile production has
moved from being low-tech and high-craft to being
high-tech and low-craft. Hand crafted textiles were once
valuable possessions, often being used over several
generations, carefully mended as they wore and even
used as a way to show off status and wealth, for instance
by the use of certain hard to make colours and more
refined techniques. Now textiles have become mass
produced consumption goods, affordable for everyone
and discarded as soon as signs of wear become visible
or a new trend appears. Machines have taken over
manual labour and much tacit and explicit knowledge,
tradition, symbolism and meaning have been lost, being
replaced by mechanical and technological knowledge.
New technological knowledge is emerging rapidly and
is leading to the development of “smart-textiles”.
Textiles are suddenly given new properties they've never
had before. The use of technology allows textiles to be
programmed, to change and adapt, to sense and to react
to certain behaviour or circumstances, making them
seem very smart indeed. New possible applications for
textiles are radically different, ranging far beyond the
already very broad ways in which we apply textiles.
Therefore services around these products are becoming
much more important.
Though this all sounds very promising for the future,
smart-textiles are still in their infancy and they may
benefit from a craftsmanly approach to mature and
become a meaningful and welcome addition to our daily
lives. In the time of industrialisation “Crafts were
considered too time demanding for mainstream (…) but
now re-considering some decisions that led us to mass
production, they sound inspiring and worth looking
into.” (Kuusk, Tomico, Langereis & Wensveen 2012).
With the emergence of FabLabs and open-source
electronics for textiles such as the Lilypad Arduino
microcontroller, small scale personal manufacturing or
“technology craft” could become a real alternative for
mass-production and a way for textile industry to supply
to a new kind of demand, delivering services in addition
to products. Industry could work much closer with and
for end-users who could use their semi-finished
products and individualise them, for instance by
programming their behaviour, to their personal tastes
(figure 1).
Figure 1. Smart-textiles capable of measuring stretch as semi-finished
products developed in STS project, hooked up to a Lilypad Arduino
microcontroller
In this way a deeper involvement of end-users in the
production phase could be allowed, shifting from a topdown to a bottom-up development, generating a greater
sense of value and attachment through participation and
personalisation. It is important we define the narrative
of smart-textiles if we want them to be more than
gadgets (Tharakan 2011) and crafts may be able to help
us do so. Bruce Metcalf (1993) writes: “self-expression
needn’t be the highest goal of the craft practitioner. In a
secular world, craft can serve others by offering a
medium for personal meaning--a receptive screen upon
which to project significance. Instead of conveying total
self-absorption in expression, a craft object can perform
a service (…) Craftspeople can move into areas of
subject matter that art and design have declared to be
irrelevant for almost a century, and in so doing, they can
actually become socially responsible.” With which he
points towards the social meaning that stems from the
culture and community in which crafted objects are
produced and used, but which may be open to different
interpretations. This could be applied to the field of
smart-textiles too: meaning and purpose could be
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created bottom-up instead of being predefined in the
design phase, helping to build a narrative.
EXPLORATIONS IN BOBBIN-LACE
To experience and test the principles mentioned above,
the historical craft of bobbin lace-making was studied
over the course of several workshops by the STS
research group in the role of apprentices, working with
an experienced craftswoman as our master. Lacemaking was chosen because it was a craft that none of
the participants had any prior experience with, so that
everyone would start at the same level. This also offered
the possibility to explore applications within the field of
smart-textiles with few preconceptions. The goal was to
learn the basics of the craft, and to get an understanding
of the concept of craftsmanship and how that could be
useful for creating Smart-Textile Services.
Bobbin lace-making has a long history and its forms and
styles differ from region to region, as such a lot of
cultural and historical meaning is embedded into the
patterns. The bobbin technique is one of many
techniques for lace-making. Others are needle-lace,
tatting and forms of crochet and knitting. Each is a
specialty of its own and most lacemakers only master
one of them. Today its symbolism is no longer as alive
as it once used to be. The pure pleasure of making is
now the main incentive to practice this craft, as it is
nearly impossible to sell handmade lace commercially
and compete with modern machine lace (Verhaegh
2012). Some lace-makers however, manage to sell their
work as art.
The lace-making workshops took place in March 2012
at Museum de Kantfabriek, a museum devoted to handand machine lace-making and its history. To keep the
craft alive, the museum hosts courses in lace-making
and offers experienced lacemakers a place to come for
meeting and practising their craft and to present and sell
their work.
EXPERIMENT AND TRADITON
Our lace-making teacher Mrs. Verhaegh was an
attentive older woman with a great passion for her craft
which she had been practicing for over thirty years. She
herself had a very formal training at a traditional school
for handicraft and after that taken many advanced/expert
classes from other very experienced lacemakers she
admired. After she had thoroughly studied the theory
and history of lace-making and mastered the many
traditional techniques of bobbin lace she started
experimenting with more modern forms of lace. Her
taking this direction is quite exceptional. She told us
that many if not most lace-makers are concerned with
preserving the traditions as they are for the future and
only few try to create new work from the old
techniques. After many years of practicing traditional
bobbin lace-making she was convinced that the only
way to preserve the craft she cares so much about, is in
fact by building on the traditions, to show that making
lace doesn't need to be old-fashioned and can still have
value in this day and age.
As designers doing research through design, focusing a
lot on making and reflecting as a meaningful way to do
research (Kettley 2010), we immediately started to
experiment with new materials and tried to control and
transform the techniques we were taught in different
ways - regardless of our lack of experience - which our
teacher was intrigued (and despite her own experimental
work maybe slightly shocked) to see. We tried making
lace with conductive yarns, creating a plus and a minus
side to our lace, which could be used in a soft-circuit
(electronic circuit built up using soft materials such as
fabric and yarns). Another experiment involved using
yarns dyed with thermochromic ink (figure 2), so the
colours of our lace would change with temperature.
Figure 2. Experiments dying yarns with thermochromic and UV ink
LESSONS FOR LACE AND LIFE
We were however, soon confronted with this lack of
skill when our new concepts became too complex for us
to realise. The dyed yarns for instance were less flexible
than the special linen and cotton yarns provided to us,
making it extremely difficult to follow the patterns and
get an even result (figure 3). Basic knowledge and some
exercise with the lace-making technique had inspired us,
but didn’t suffice to create the things we conceived of.
The difference between our designerly approach and the
craftsmanly approach of our teacher was clearly
illustrated, also showing exactly where we might
complement each other in developing new applications
for lace in smart-textiles.
Learning crafts from a master is different from learning
on your own from a book or other sources. Life-lessons
are shared between the lines. Many of the instructions in
our lace-making workshops contained -besides practical
information- some life-lessons our teacher had herself
learned while studying lace-making. For instance: the
importance of working meticulously. You will not learn
how to fix your mistakes, until you've understood how
not to make them in the first place. In both lace and life
carelessness will show. This may seem inapplicable to
the iterative process of service design, where failures
early in the process are welcomed and expected to lead
to a better end-result, but is in fact a valuable lesson
about knowing what you’re doing first, before diving
into the unknown.
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Figure 3. Dyeing yarn with thermochromic ink (left) and using it in a
traditional lace-pattern (right)
These hidden stories contributed the social fabric that
came into existence while practicing craft together. Not
just in these particular lace-making workshops, but also
throughout craft history. Betsy Greer writes: “One of the
remarkable things about knitting and handcrafts is their
ability to transcend societal differences, as every culture
has its own craft history based on its own
idiosyncrasies.” (Greer 2008, p.5).
KNOWLEDGE IN MOTION
Part of the group and the teacher herself were native
Dutch speakers, the other part of the group had a very
limited understanding of Dutch. All the participants
were speaking English, which was a tough challenge for
our master. Because English often proved to be too
difficult, she explained many things in Dutch, relying on
the others to translate. This resulted in different ways of
apprehending the instructions between the Dutch and
non-Dutch speakers and presents an interesting
opportunity to compare how the language of crafts
relates to spoken language in this social context. The
non-Dutch speakers were learning mostly by doing and
copying, the other part of the group was also sharing in
stories from experience, which were sometimes hard to
translate or didn’t seem relevant at first but made sense
later on and in the end gave a better understanding of
the concept of craftsmanship. Not having to focus on
listening however made the non-Dutch speakers look
deeper and more focused at themselves, their
movements and non-verbal insights gathered from
unspoken communication and group dynamics.
Practicing crafts in a group evokes sharing on different
levels, from the very practical to the philosophical,
which was easy to confirm during the lace-making
workshops. When working/making together, it’s easy to
talk about each other's goals and share tips on how to
reach those. It could be a simple trick on how to tie a
knot to let it disappear into the work or a way to deploy
the crafted object to benefit a charitable cause. Everyone
in the group can add to this knowledge with the craft
project as an instigator or a tool for conversation. This
connects well to the co-creation of services with the
people that will use these services eventually. Service
Design could take inspiration from how, through crafts,
co-creation has been achieved over the ages.
By physically working on something and getting into a
flow the craft project can become a metaphor for the
service that is being created. The crafting can serve as a
common language to share expertise and experience
between the different stakeholders involved in the
service. “Designers are used to work with rich
information and creating different kinds of
representations. As Schön (1983) puts it, designers
interact with these representations in a conversational
way. These representations are thus far from being
incidental outputs but are rather central inputs in the
thought process.” (De Lille et al. 2012). Just as sketches
or prototypes are used to discuss a product design,
different steps in the crafting process could be used to
discuss different phases of a service.
CHANGING SOCIAL STRUCTURES
Craft is closely linked to identity. It has for instance
religious, mythical, social and economical layers and
can be a tool to cross boundaries between them. Craft
has the potential to change social structures and be more
than functional and aesthetic even today; in India
Gandhi used crafts to educate people about self-reliance
and democracy (Tharakan 2012). The social fabric of
crafting creates a sense of belonging and of ownership,
which is important when working with multiple
stakeholders. For designing Smart-Textile Services
“Collaboration between these [textile, technology and
creative industries] partners will require a sense of
common ground” (Ten Bhömer et al. 2012). Practising
crafts can bring people of different backgrounds
together and facilitate collaboration required between
stakeholders for creating great PSS.
Since all participants were trying to learn the same basic
skills in the lace-making workshop, it was easy to
compare each other's work and estimate how everyone
was progressing. This led to a friendly sense of
competition (I’m faster than you! My work looks
neater!) encouraging each other to try harder. At the
same time the person who was ahead would assist the
one lagging behind or getting frustrated and explain or
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demonstrate again the things they’d just learned. Of
course the teacher was also going around, commenting
and giving practical individual tips (figure 4). The
relations were therefore in a constant flux, but everyone
was always moving forward, since it was in our mutual
interest to make progress and be able to move on to the
next part of the instructions. The teacher drove this
further, by taking the work of the person who had
progressed the most to introduce the next step. This is
similar to a team mental model for describing how
knowledge is constructed and shared in order to reach a
common goal (Ten Bhömer et al. 2012). This model is
used for service design in another part of the STS
research. While in this case the team mental model
wasn’t consciously deployed, it was a natural byproduct of craftsmanship.
Figure 4. STS team members practicing lace-making in the workshop
REFLECTIONS ON EXPERIMENTS
Experiments between traditional crafts and new
techniques or technology can serve to preserve these
crafts and continue their evolution instead of making
them obsolete. Which is valuable also for the
development of smart-textiles that can borrow from
knowledge, symbolism and traditions created over the
ages; complementing rather than replacing them, with
mechanical and technological knowledge.
Learning from a craftsman in person and practising craft
in a group, richer information is shared and not just
verbally. This richness can easily lead to new insights
and directions. Regardless of their level of mastery of a
craft, all apprentices can continuously contribute to the
group's knowledge through their personal experience
and reflections on crafting. This is co-creation in a new
sense that could complement existing co-creation and
co-design practise in services. Taken further, crafting
could be used as a way to facilitate collaboration, cocreation or co-design and become a service itself.
So far we’ve discussed our experiences in the light of
designing services, which was the main goal for taking
these bobbin-lace making lessons. As we've seen
Metcalf (1993) argues that craft objects can perform a
service and we have now shown that crafting could
itself be considered a service through its social context.
However in reflecting upon the workshops, we have
also seen that craft may continue where design cannot.
“Given that the service design is not finished until the
service is performed, there is a high degree of
dynamicity in the deliverable.” (Holmlid 2007). The
interaction between customer and service provider that
shapes the service will change depending on factors
such as location, time, mood, personality etc. The
designer does not have full control over this, therefore
it's worth considering the approach of a craftsman in
this situation as well.
The most optimal scenario can be designed, but a
craftsmanly approach could improve the service
delivery under these changing circumstances because of
its evolving nature. The iterative cycles in designing a
service take place before production, while in crafts the
iterations happen at the same time as production, which
allows for quick adaptations. The repetitions in crafting
a service may help to create social consciousness and
expertise and could thus be applied to refine the service
as it is being performed.
Another valuable lesson from craftsmanship for service
design is the way skills and knowledge are shared. For
craftsmen it is necessary to have certain principles,
protocols and traditions. They need to protect their
secrets of the trade, but if they are not shared and built
upon, the craft will disappear. Sharing creates a
narrative, a context and a foundation for the craft in a
community. It generates interaction and relationships,
which are all important in service delivery too. Service
providers need to create a durable bond with their users
through interacting with them. Systems and products
depend on considerate interactions to become a
comprehensive Product Service System.
Ultimately it is the deliverer of the service who plays
the role of experienced craftsman and the designers of
the service should cater to him or her and offer the best
tools to create a desirable end-result. Just as a hammer
could be used to fix the leg of a chair or to swat a fly, it
is up to the craftsman how to use his or her tools and up
to the designer to consider different needs and to try to
take into account all possible scenarios to provide them.
To achieve this the service designer and all stakeholders
involved can take inspiration and examples from the
methods of traditional craftsmen, be they lace-makers,
woodworkers or goldsmiths.
FUTURE RESEARCH
To continue this research into of Smart Textile Services
we intend to further test these findings in practice, doing
research through design. By taking a craftsmanly
approach, we would like to create a social context from
which a narrative can arise alongside the technological
developments and more meaningful and empowering
examples of smart-textile PSS can be created.
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One way we are doing this is by creating an interactive
patchwork of knowledge. We're inviting people from
different backgrounds in textile and technology,
including textile manufacturers, technology experts,
designers, traditional craftsmen and tinkerers to
exchange skills and knowledge in a craft setting. Their
expertise is represented in different patches that are
combined together to become part of a larger patchwork
in which new connections can be made between hightech and high-craft and between product and service.
These connections are made hands-on, with groups of
stakeholders. Rather than becoming a co-designed
smart-textile product, the patchwork will serve as a
conversational tool that invites a discussion both with
words and with hands and facilitates knowledge
exchange between different groups in an informal way
inspired by the concept of the social fabric. Looking at
craft as a service, combining high-tech with high-skill,
we expect to be able to achieve more profound results
than if the technology was leading.
ACKNOWLEDGMENTS
Many thanks to Rinie Verhaegh for sharing her
knowledge and passion about lace-making and for
inspiring us with her fantastic creations and Museum De
Kantfabriek for facilitating the lace-making workshops
and lending us materials. We thank the department of
Wearable Senses at Eindhoven University of
Technology and the Readership Strategic Creativity at
Design Academy Eindhoven. The Readership Strategic
Creativity is partly funded within the Creative Industry
Scientific Programme (CRISP). This work is being
carried out as part of the project Smart Textile Services
in the CRISP program. CRISP is supported by the
Dutch Ministry of Education, Culture and Science.
REFERENCES
Ten Bhömer, Martijn; Tomico, Oscar; Kleinsmann,
Maaike; Kuusk, Kristi; Wensveen, Stephan (2012)
Designing Smart Textile Services through value
networks, team mental models and shared
ownership. Paper presented at ServDes 2012, Third
Nordic Conference on Service Design and Service
Innovation
Greer, Betsy (2008) Knitting for good. Trumpeter
Books. ISBN 978-1-59030-589-8
Gummeson, Evert; Lusch, Robert F.; Vargo, Stephen L.
(2010) Transitioning from service management to
service-dominant logic, Observations and
recommendations. International Journal of Quality
and Service Sciences, Vol. 2 No. 1, Emerald Group
Publishing Limited
Holmlid, Stefan (2007) Interaction design and service
design: expanding a comparison of design
disciplines. Paper presented at Nordic Design
Research Conference, Nordes 2007
Kettley, Sarah (2010) Fluidity in Craft and Authenticity.
Interactions, Vol. 17 No. 5, September + October
2010
Kuusk, Kristi; Tomico, Oscar; Langereis, Geert;
Wensveen, Stephan (2012) Crafting Smart Textiles
- a Meaningful Way Towards Societal
Sustainability in the Fashion Field? The nordic
Textile Journal, Vol. 1, pg. 7-15
de Lille, Christine; Roscam Abbing, Erik; Kleinsmann,
Maaike (2012) A designerly approach to enable
organisations to deliver Product-Service Systems.
Leading Innovation through Design - Proceedings
of the DMI 2012 International Research
Conference Boston, USA 8–9 August 2012
Metcalf, Bruce (1993) Replacing the myth of
modernism. Originally published in American
Craft, February/March 1993, Volume 53, Number
1. Retrieved 29 May from
http://www.brucemetcalf.com/pages/essays/replaci
ng_myth.html
Morelli, Nicola (2002) Designing Product/Service
Systems: A methodological Exploration. Design
Issues: Volume 18, Number 3
Schön, Donald (1983) The reflective practitioner: How
professionals think in Action. New York Basic
Books. ISBN 9780465068746
Sennet, Richard (2008) The Craftsman. Penguin Books
Ltd. ISBN 978-0-141-02209-3 Stickdorn, Marc;
Schneider, Jakob (2011) This is Service Design
Thinking. BIS Publishers, Amsterdam. ISBN 97890-6369-297-7
Tharakan, Mili John (2011) Neocraft: exploring smart
textiles in the light of traditional textile crafts.
Proceedings Ambience ‘11 Conference Borås,
Sweden. ISBN 978-91-975576-8-9
Verhaegh, Rinie (master bobbin-lace maker) (2012)
Personal communication during bobbin-lace
making workshops.
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INVISIBLE MAN: LITERATURE AND
THE BODY IN DESIGN PRACTICE
TARRYN HANDCOCK
RMIT UNIVERSITY, MELBOURNE
TARRYN.HANDCOCK@RMIT.EDU.AU
ABSTRACT
As a culturally produced text, literature is seen as a
lens with the potential to draw attention to the
values, ideas, and beliefs that underlie a society. In
this paper three key themes in H.G. Wells’ novel
The Invisible Man (1897), are discussed: firstly,
the ways that the body may be fashioned through
dress and individual practices; secondly, how
wearable artefacts may socialize bodies and
symbolically communicate; and thirdly, how the
fashioned body may challenge personal and
cultural boundaries. Collectively, these issues draw
attention to the relational network of body, culture,
and dress. These relationships are highly relevant
to design research in fashion, dress, and wearable
artefacts, which all use the body as a site. This
study is seen as being an example of how literature
may be utilized as a speculative device to
encourage experimental and creative design
research practices. My doctoral research, which
emphasizes the body and skin as sites for design, is
used as an example of a cross-disciplinary
approach that draws on the issues raised through an
analysis of the novel.
THE INVISIBLE MAN: LITERATURE AS A
CRITICAL LENS FOR DESIGN RESEARCH
since been republished in countless editions and
interpreted in a number of films, showing an enduring
popularity and on-going relevance to audiences. As a
literary trope the Invisible Man allows us to speculate
on what the physical and psychological ramifications of
living in an unseen state might be, while highlighting
many of the ways that human bodies visually
communicate. The novel acts as a lens to critically
examine the complex relationships that form between
body, culture and dress through the device of the unseen
human. In my research the implications of this
intersection of agencies is addressed through developing
methodologies for dealing with the living body as a site,
and generating wearable artefacts that explore practices
of fashioning the body.
Three key themes that emerge through Wells’ text
demonstrate the relational network linking body, dress
and culture. The first of these is the way in which bodies
may be fashioned through dress and individual
practices, the Invisible Man’s self-induced transparency
being an example. Following this, the body is examined
as a cultured and cultural agency that engages with
systems of social communication. Through Wells’ text,
the body and wearable artefacts are seen as capable of
being invested with symbolic meaning in a cultural
context. The Invisible Man is then discussed as an
example of how the fashioned body may challenge
personal and cultural boundaries, representing the desire
for discipline and order within society.
Literature has the potential to encourage creative
avenues of exploration. This novel incites readers to
consider ways that experimentation with the body and
worn artefacts might alter experiences in the world, as
well as drawing attention to the ways that bodies and
wearable artefacts symbolically function. As a research
device, it highlights the living body as site for and of
design through wearable artefacts and practices of dress.
Projects from my research are used as an example of
how the issues raised through the analysis of this novel
may encourage the body and skin to be made ‘visible’
as sites through experimental and creative approaches to
design research and practice.
Originally serialised in 1897 and published as a book in
the same year, H.G Wells' novel The Invisible Man has
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THE FASHIONED BODY: DRESS AND THE
WEARABLE ARTEFACT
Joanne Entwistle has said that fashion is about bodies,
and in particular, it is about ‘fashioned’ bodies (2000a,
1). All bodies are fashioned, and even the naked body is
produced or given meaning through cultural readings, as
Nina Jablonski observes:
Even when we adopt the “natural look” and
don’t adorn our skin at all, we are making a
social statement. Our skin talks even when we
don’t; it is not a neutral canvas. Through the
expressive functions of skin and body
decoration, we have expanded the
communicative potential of our bodies and
reinforced the primacy of the visual sense in
our sensory repertoire. (2006, 164-165)
Jablonski recognizes that our skin is not passive, but is a
temporal, transformative, and communicative surface
constantly invested with meaning. Skin has the ability to
visually communicate subtle information about our
health, ancestry, lifestyle, affiliations and aspirations.
Yet this emphasis on visual primacy tends to overlook
the broader phenomenology of skin as a conduit for the
transmission of tactile meaning. Didier Anzieu’s (1989)
concept of the Skin Ego suggests that touch is
fundamental to the forming of our ‘psychic envelope’
that establishes barriers around the self, filters
exchanges, and links both touch and emotion to our
‘impressions’ and how we ‘feel’. Claudia Benthien
(1999, 227) says that ‘many kinds of touch do not mean
something; they already are something (for instance,
affection, desire, or anger)’, and further to this, gestures
of touch can mean many things, posing difficulty in
transmitting information. As an interface, skin is prone
to miscommunication, misinterpretation, and outright
deceit – powders, paints, plastic surgery, cosmetics, and
artificial tans can all fashion the skin and alter the
narratives that it tells (Anzieu 1989, 17). Joanne
Eicher’s definition of ‘dress’ and dressing elaborates
why this is a practice not limited to the realm of fashion
but one that can equally apply to the ‘dressing’ and
social readings of skin. She explains that dress is a
coded system of nonverbal communication that
enhances social interaction; dressing occurs when
‘beings modify their bodies visually or through other
sensory measures by manipulating color, texture, scent,
sounds, and taste or by supplementing their bodies with
articles of clothing and accessories and jewelry’ (Eicher
2012, 78).
Describing the experience to his contemporary Dr.
Kemp, he relates that his ‘limbs became glassy, the
bones and arteries faded, vanished, and the little white
nerves went last’ (Wells in Parrinder ed. 2005, 100).
The modification of his body has taken permanent
affect, and much like tattooing, the process of altering
the appearance of his skin has also altered the way that
his body visually communicates socially. While this
may not enhance social interaction per se, the decision
to manipulate his body so that it appears transparent has
been done with at least some intention of it changing his
ability to interact with other people. Harangued by a
prying landlord that he wishes to escape, he makes the
snap decision to transform himself and goes on to use
his invisibility as a tool to enable breaking and entering,
stealing, and beating people without fear of being
recognised or facing repercussions. While his intent is
far from noble it is clear that the Invisible Man has
‘dressed’ his skin, changing the way that his body is
perceived, socially read, and interacted with.
As a cultural body practice, ‘dress’ is as much about the
practice of dressing the body as it is about the things
that are used for adornment. In my own research I prefer
to use the term ‘wearable artefact’ or ‘wearable’ to
explain the latter, partly as it has an inherent openness
that reflects my cross-disciplinary design approach
(rather than one tied to the connotations of ‘an article of
dress’), and partly because this is a trope that is implicit
to the body, the act of ‘wearing’, and also the process of
material ‘wear’ – all of which are central to my design
approach.
Like dress, wearable artefacts can be sensory
modifications to the body (e.g. invisibility, perfume, or
cosmetics), garments, jewellery, or accessories;
wearables may be in fleeting contact with the body, or
in a prolonged and trusting relationship with the wearer
such as with a prosthetic; as a practice of dress they may
be applied, inscribed, absorbed, implanted, marked,
worn, or borne by a body; a wearable may also be a
carried object like a cane or spectacles, an artefact that
has become incorporated into the body schema. The
wearable artefact is a device for the ‘fashioned body’,
and the body is the site that gives it meaning and
context. The practices of ‘getting dressed’ and ‘wearing’
imbue both the body and artefact with a new array of
meanings. Without the body as a site wearable artefacts
may appear displaced or evoke the body’s absent
presence. Cultural historian Elizabeth Wilson observes
that in the museum:
H.G. Wells’ character of the Invisible Man is a wilful
young scientist who modifies his body by using drugs to
bleach his blood. With the help of a gas engine working
two dynamos that radiate a vibrational frequency, he
lowers the refractive index of his body to that of air and
renders himself unseen, much like the effect of a piece
of glass becoming invisible when immersed in water.
We experience a sense of the uncanny when
we gaze at garments that had an intimate
relationship with human beings long since
gone to their graves. For clothes are so much
part of our living, moving selves that, frozen
on display in the mausoleums of culture, they
hint at something only half understood,
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sinister, threatening; the atrophy of the body
and the evanescence of life. (Wilson 1985, 1)
Robyn Healy (2009, 108) also explores this in the
context of encountering garments in fashion exhibitions,
where empty clothes remind us that a human body
should occupy the clothing space. Both Wilson and
Healy’s observations illustrate the close association of
clothing with the living, moving body, and highlight one
aspect of why the figure of the Invisible Man is so
unsettling. In Wells’ novel it is the relationship between
the unseen body and dress, and the cultural readings of
this strange scenario that are of particular interest.
Garments worn by the Invisible Man are not
unoccupied, nor alienated from the living body like
those in the museum. The man within the clothes is
corporeal in every sense, yet the effect of an invisible
body wearing clothing is similar to that of clothing
inhabited by empty space, and the uncanny sense of
disembodied threat that Wilson describes. The
implications of this are vast. In the fictive scenario of
The Invisible Man, not only has the protagonist chosen
to be rid of a basic and fundamental form of social
communication – the expressive, visual medium of the
skin and body – as a result he has also altered the way in
which wearable artefacts are culturally read on the
body.
THE CULTURED BODY: DRESS AND SOCIAL
COMMUNICATION
Figure 1: Representation of how meaning may be produced through
the relational network between body, culture, and dress.
The Invisible Man highlights how wearable artefacts
may play a role in socialising and fashioning the body.
The scenarios played out in the fictional village of Iping
show how readings of the body can be steeping in
cultural meaning through reflecting individual and
social values, beliefs, and ideas. Cultural environments
reinforce individual and social ideas of how bodies
should ideally look, how they should act, and what
constitutes an acceptable or desirable body. The way
that bodies may reflect or be produced through cultural
meaning is addressed through the two schools of
communication thought: process communication and
semiotics (structuralism). Process communication poses
that information is transmitted from a source through an
encoded channel or medium that must be interpreted by
the receiver (Barnard 2007, 138). Semiotic
communication takes the position that meaning is not
sent or received but is produced through individual
readings, this means that the meaning is unfixed and
may be influenced by an individual’s changing values,
agency, or even mood (Barnard 2007, 139-40). While
process communication relies on the transmission of
meaning through cultural agencies with the knowledge
to successfully decode the information, semiotic
communication suggests that an individual’s
construction of meaning constitutes them as a member
of a culture (or not). Both schools of thought recognize
that interference and interpretation is likely to occur, a
point highly pertinent to the reading of fashion and
dress, and the fashioned and dressed body, as social
communication.
Fred Davis takes a sociological interest in fashion and
dress, discussing the difficulty of identifying exactly
how certain forms, textures, colours, postures, and
expressive elements take on symbolic meaning to a
culture. He notes that ambiguity is rife in contemporary
dress codes as the meanings of garments or styles shift
temporally, and meaning is dependent on factors such as
context, social variations in what are identified as
signifying cues, variations in interpreting signified
information, and the tendency to ‘undercode’ or make
presumptions when the meaning of communicative cues
is uncertain (Davis 2007, 150-153). This can be
observed in an analysis of Wells’ novel, which reveals
the complex relationships between body, culture, and
dress, and particularly how meaning is produced
through these interactions. Set in a world that resembles
our own, or at least resembles Wells’ nineteenth century
England (Priest 2005, xvi-xvii), the novel imagines
ways in which an individual with an unvisualised body
would have to adapt in order to survive physically and
socially. The Invisible Man has transformed and
fashioned his body in an innovative way, but without
forethought or and an engagement with society he faces
physical, psychological, and social challenges. He exists
in a world where his fashioned body is unrecognised
and unlikely to be understood. As a result, he must
develop new ways of functioning within the world; by
renegotiating his body’s relationship with dress he is
able to gain social recognition, physical protection, and
a sense of humanity.
The Invisible Man occupies a unique position wearable artefacts play a truly pivotal role firstly by
making him visible, and secondly in socialising his
body and enabling symbolic communication within the
cultural environment. His body is given a visible form
only through the shape of things that come into contact
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with him, like his clothes. Dressed, he becomes socially
acceptable, albeit unusually attired. The cut of his
clothes, quality of the cloth, and texture of his waxed
paper nose become points of interest for the villagers he
encounters, eager as they are to gain some information
about the unforthcoming stranger in their town. Through
the eyes of hotelier Mrs. Hall, he is described as a
startling presence:
His forehead above his blue glasses was
covered in white bandage, and that another
covered his ears, leaving not a scrap of his face
exposed excepting only his pink, peaked nose.
It was bright pink, and shiny… He wore a
dark-brown velvet jacket with a high black
linen-lined collar turned up about his neck. The
thick black hair, escaping as it could below and
between the cross bandages, projected in
curious tails and horns, giving him the
strangest appearance conceivable. (Wells in
Parrinder ed. 2005, 7)
Despite his alarming appearance he is greeted in Iping
with interest rather than outright fear, but the villagers
quickly characterise him as an unsettling, inscrutable
figure partly because they cannot engage in a visual
discourse by catching his gaze or reading his
expressions. Mrs. Hall and Henfrey the clock-jobber
relate the experience of seeing ‘the muffled figure of the
stranger staring more blackly and blankly than ever with
those unreasonably large glass blue eyes of his. He
came down stiffly and slowly, staring all the time; he
walked across the passage staring, then stopped’ (Wells
in Parrinder ed. 2005, 33).
The Invisible Man is perceived as an object of distrust,
capable of covert observation while giving nothing of
himself away. This is not surprising considering that the
Invisible Man’s motivation to become an unseen entity
is an anti-social desire to observe but not be observed.
In becoming invisible he actively rejects communicating
through visual codes such as his body and dress, which
facilitate relationships and maintain continuity and
stability between self and society. Fashioned and
dressed, the body is a cultured and cultural entity that
reflects individual and social values, beliefs, and ideas.
His decision to periodically forgo clothing in order to
remain wholly invisible becomes a symbol of his social
detachment and desire to hold power over those around
him. However, he must still negotiate the complexities
of living in the social world if he wishes to survive.
Without clothes he faces physiological and
psychological hardships.
Following his transformation the Invisible Man is naked
and vulnerable to the elements, socially isolated, and
homeless. Within moments of making his debut into the
world he stumbles because he cannot see his feet; and
he is violently and inadvertently trampled and hit by
those around him on the street, as they are unable to
anticipate his movements or spatial presence (Wells in
Parrinder ed. 2005, 103-107). He is driven to assemble
an outfit to disguise his true appearance in order to
socially function and seek out human comforts. Clothes
provide him with much needed physical protection, but
they also fulfil a number of psychologically protective
functions. Benthien writes that human beings have an
archaic fear of the possession-taking gaze of others, and
the base desire to protect themselves from this through
’covering oneself – even if, as in many cultures, this is
done merely through symbolic ornaments or a specific
inner attitude that regulates the act of looking’
(Benthien 1999, 99). John Flügel (2007) expands upon
this by identifying psychological dangers as moral,
magical, and spiritual threats as well as the general
unfriendliness of the world.
For the Invisible Man dress is a symbol of human
qualities, offering psychological protection against the
dehumanising effects that invisibility has on his psyche.
Through dress and dressing, his body takes on a
physically visible form that enables him to be
recognised by, and exist within, society. By comparison
the invisibility represented in Ralph Ellison’s book
Invisible Man (1952) is far more difficult to overcome.
The invisibility related by Ellison’s narrator is
psychological, a wilful denial of the social presence of
African-Americans in America’s South. Wells’ Invisible
Man need only dress in order to be socially recognized.
However, social acceptance proves to be more difficult.
It becomes clear that it is not just dress or the act of
dressing that will render the Invisible Man as an
accepted, cultured body. There is also a system of social
practices associated with dress that he must conform to.
Through acts like wearing his full coat, hat, and gloves
while inside near a roaring fire, and refusing to observe
religious days ‘even in costume’, he conspicuously
violates the subtle cultural codes of Iping (Wells in
Parrinder ed. 2005, 5-6, 21). The combination of his
improbable appearance and persistent wearing of attire
that is unsuited to the situation or environment, have the
effect of making him more visible and less socially
acceptable.
THE UNDISCIPLINED BODY: SUBVERTING
SOCIAL BOUNDARIES
Wells’ imagining of how the fashioned body may
challenge personal and cultural boundaries is the final
theme explored in this paper. The ‘social
unacceptability’ of the Invisible Man is due to his antisocial conduct just as much as the threat of his invisible
body. Within both the socio-cultural context of Wells’
original Victorian-era English audience and the
audience of today, the Invisible Man reads as a body
‘painfully and violently out of control, a body
“uncanny” in Freud’s sense that should have remained
repressed’ (Wisniewska 2010, 191). His characterisation
is typical of the late nineteenth-century Gothic body,
with contemporaries that include Dr. Jekyll and Mr
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Hyde, Stoker’s Dracula, and Dorian Gray. The Gothic
bodies of this era are made monstrous through the
clustering of various deviant qualities, and act as a
disciplinary warning of what kind of corruption (and
punishment) can occur when body and mind are not
subject to self-control.
The Invisible Man embodies the threat of the unseen
and transformative through his modified body.
Physically, he is an abomination of scientific
irresponsibility. He has transmuted himself into an
invisible entity without thought of the ramifications. He
relates:
I could not go abroad in snow – it would settle
on me and expose me. Rain, too, would make
me a watery outline, a glistening surface of a
man - a bubble. And fog – I should be like a
fainter bubble in fog, a surface, a greasy
glimmer of humanity. Moreover, as I went
abroad – in the London air – I gathered dirt
about my ankles, floating smuts and dusts upon
my skin (Wells in Parrinder ed. 2005, 116).
In this passage we gain insight into the disgust that he
feels for himself in a half-visible state. The Invisible
Man no longer envisages himself as whole but as a
subhuman hollow within clothing, a space around
undigested food, or a hole amongst the elements. He
describes himself as being an insubstantial surface, a
greasy glimmer or watery outline, a faint bubble, or
grimy skin. Any passage through rain, dust, dirt, fog,
snow and mud will render him partially visible, and he
cannot eat without the unassimilated food being
observed as a floating blur. He has the choice of being
wholly clothed and socially recognised (though outcast),
or being wholly invisible and depriving himself of food
and the protection of clothes, neither of which are ideal.
It becomes clear that the Invisible Man does not wish to
be a part of society so much as he wishes to dominate it.
He sees invisibility as having certain advantages and his
intentions are far from noble – to rob, hurt, and
ultimately begin a Reign of Terror, killing anyone that
does not obey his orders. Roaming naked in public he
symbolizes animalistic urges, going in the face of
Victorian era values at a time when nakedness was
associated with primitive culture.
He poses a moral and physical threat to both society and
the individual, and as such can be identified as a form of
what Mary Douglas calls ‘social pollution’. Douglas
explains that cultures provide positive patterns that give
order to ideas and values:
The idea of society is a powerful image. It is
potent in its own right to control or to stir men
to action. This image has form; it has external
boundaries, margins, internal structure. Its
outlines contain power to reward conformity
and repulse attack. There is energy in its
margins and unstructured areas. (Douglas
1966, 114)
In particular, she identifies transitional and boundary
states to be most at risk (Douglas 1966, 96, 121).
Threats to margins and boundaries, especially the
imposition of new ideas or systems, can pose a danger
to social structures and order, and thus may be viewed
as pollution. Cultures may also project perceived threats
to social order onto the body by attributing power to
body margins and allowing their ‘deepest fears and
desires [to] take expression,’ as the body comes to stand
for any threatened social boundary (Douglas 1966, 121,
115). By mirroring situations that endanger social
borders a more manageable ‘body pollution’, a culture
can enact rituals of cleansing to banish the social threat
and regain control. In this way the villagers of Iping
come to identify the Invisible Man, who has been
escalating in violence and indecency, as a threat to both
their cultural values and lives. In the novel’s climax the
villagers resolve to cleanse their society of pollution and
restore social order, hunting and killing the Invisible
Man to reinstate and reinforce the primacy of their
culture.
THE VISIBLE BODY: AN APPROACH TO
DESIGN RESEARCH AND PRACTICE
The subversive body does not have to be a body that is
violently out of control, merely a body that operates at
the margins of accepted practice. While the Invisible
Man meets a grisly end for his undisciplined and antisocial behaviour, it is conceivable that in the hands of a
responsible, socially conscious scientist such as the
character of Dr. Kemp, that the ability to become
invisible could have been applied to achieve great things
in Wells’ fictional world. What this theme does
demonstrate is the strong links between body and
culture, and the ability of one to test the boundaries of
the other. Wells’ novel is a lens that illustrates how the
body may be a personally and culturally invested text
that may be fashioned using the practices and artefacts
of dress, to communicate values and meaning. The
themes raised in the novel also reflect the difficulties
faced when navigating the theoretical and practical
issues of designing wearable artefacts that engage with
the body and dress.
In this section of the paper a selection of my research
projects, which focus on the relationships between
bodies and wearable artefacts, are used as an example of
the ways that experiments in design research may draw
on the forum of literature. Analysis of the novel is part
of an on-going experimental approach to practice that I
have adopted in order to study the body as a site for and
of design. The Invisible Man has the potential to be a
helpful lens, inviting creative and critical exploration of
the relationships between body, culture, and dress.
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Following the understanding of human interactions with
dress and wearable artefacts as an embodied practice
(Merleau-Ponty 2002, Entwistle 2000a), the provocation
of the Invisible Man has been to render the body
‘visible’ in my research. The novel has been a device to
overcome what jeweller Susan Cohn has called ‘the
canvas fallacy’ – a tendency to reduce the body to a still
life, to discourage attention to the living body and
instead use to it as a ‘background to jewellery ideas’
(Cohn 2009, 8). In response to The Invisible Man, my
approach has been highly experimental, drawing on a
cross-disciplinary background in jewellery and object
design as well as concepts from fashion, sociology and
anthropology. It has resulted in implementing a
methodology with the intent of designing for the living,
moving body and not for a static canvas. This includes
techniques for carrying out in-depth analysis of the body
as site, and the development of projects that produce
wearable artefacts in intimate relationships with the
body’s form and surface. The outcomes are projects that
consciously draw attention to the body’s surface,
specifically to the transformative qualities of skin and
its communicative potential. They aim to engage with
the relational network between body, culture and dress
that is highlighted by the Invisible Man’s act of
'fashioning’ his body.
the range of movement. To gather information that was
only fleetingly present body casting techniques and
materials including alginate, silicone and latex were
utilized. These produced 3D representations of the
body’s forms, surfaces and textures. In order to gather
data on the embodied experience associated with a site,
a ‘skin diary’ was also kept, documenting sensory
perceptions over a period of time.
BODY AS SITE: EXPERIMENTS IN SITE ANALYSIS
TECHNIQUES
The development of site analysis methods for the living
body has been key to this research. By encouraging a
highly detailed understanding of the body over a period
of time, these methods have offered a way to overcome
the canvas fallacy. Rather than designing wearable
artefacts against the background of an ‘invisible body’
the process of analysis allows a living, transformative
body to take centre place and inhabit the wearable work.
The aim of the site analysis techniques was to produce
data that could inform a series of wearable artefacts
open to the possibilities presented by the living body.
This included a series of studies using visual
documentation techniques capturing the minute and
shifting details of the body’s spaces and surfaces.
Observational drawings and photography were
developed into a collection of image sequences that
zoomed from microscopic to macro views, gathering
information about the same area over different periods
of time, and at different scales. While the series of
images illustrated the complexity and temporality of the
body, it also became clear that this technique would not
suffice to gather the breadth of complex information
that the projects required.
As a result I began to experiment with new methods of
gathering data, firstly by creating etched casting plates
of the body sites that reflected the depth of skin details
and body spaces, and secondly by taking moulded
impressions of motile areas in sequences that captured
Figure 2: Body site analysis techniques (top to bottom) skin detail
drawing, photography, etching plates, detail of a body cast.
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MATERIAL APPLICATION PROJECTS
wanted to avoid the body being treated as a static
background site. This meant placing the living body at
the centre of my practice rather than the artefact as a
design object. It also raised the challenge of producing a
wearable that when removed from the living body’s
context would avoid evoking an ‘invisible body’, a
fictive form with the potential to inhabit the hollow
spaces of unworn pieces.
The MAPs were realised by creating unique, one-off
wearable artefacts for voluntary participants. Gold Leaf
utilized gold leaf sheets and liquid latex typically used
for special-effects makeup. Participants chose the site
for their wearable, and the skin was dressed using the
latex and gold. The application was made in response to
the forms of their body and their personal preferences.
Over the course of a single day (the wearable’s lifetime)
the gold leaf took on qualities that reflected those of the
wearer’s skin. Applied as a membrane, the gold and
latex warmed to the temperature of the body, shifted
with the wearer’s skin, and cracked in response to
repeated movements and gestures. Like the Invisible
Man’s garments, Gold Leaf acted as a covering that
simultaneously concealed and gave form to the body’s
characteristics. The MAPs created an unnatural gilded
veneer that drew attention to the site’s forms and
textures.
Figure 3: Details from applications of Gold Leaf, pictured on an ear,
elbow and between two fingers.
The first wearable artefacts to come out of the site
analysis findings were the Material Application Projects
(MAPs). The MAPs were produced in response to the
desire to experiment with temporal wearable artefacts,
and to collect feedback on the types of experiences
people had with artefacts there were in brief contact
with their body. The changeability of the body as a site,
revealed through the analysis process, led to a design
response that shied away from the static and instead
embraced the potential of the transient, transformative
body. I wanted to create wearables that could be read as
an extension of my jewellery practice by subverting
what it meant to ‘dress’ the skin using a jewellery
artefact. This was in response to the ways that the
Invisible Man’s process of fashioning had the ability to
redefine how he related to his own body, as well as how
his body related to others. Most of all, with this series I
In feedback gathered from participants the experience
was likened to wearing a form of jewellery, particularly
as the gold leaf was visually interpreted as a precious
material. The changing quality of the surface, produced
through the movements of the wearer’s skin, drew
awareness to the body’s perpetual transformation.
Situated so closely to the skin, the wearable artefact was
not only a form of dress but was also engaged in the
body’s perceptive experience, presenting the possibility
of mediating the wearer’s sense of touch and
highlighting their surface motility. It was seen as both a
personal experience as well as a performative piece
observed and interpreted by others.
When removed from the living body at the end of the
day the pieces disintegrated, and with them, the spectre
of the ‘invisible body’. In terms of moving away from
the static effect of the canvas fallacy this could be
considered a relatively successful project. The moving
body reproduced individuating characteristics in the
gold leaf, which drew participants’ attention to a
relationship between the living body and wearable
artefact, as well as its communicative potential. These
qualities are explored in the exhibition item, Hands On.
Participants are invited to experiment with the form of
their own hands by creating temporal wearable skins
using gold leaf, dyed liquid latex and cast components.
They are encouraged to reflect on the imaginative,
performative act of fashioning and wearing a new skin
by documenting both the artefact and their thoughts on
the experience using media provided.
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Participants can also interact with the strings of brightly
coloured latex Fingers on display. These artefacts are
cast from the hands of different people then are joined
in mixed arrays. Much like Gold Leaf and Hands On
these pieces address the themes of The Invisible Man by
drawing attention to the ways that wearable artefacts
may redefine how we relate to our body and the bodies
of others. The pieces are palpable and flexible with the
fingerprints of the original bodies concealed on interior
surfaces. Only by engaging with the work through a
combination of visual, tactile and material senses can
the subtle differences in these details be perceived.
Wearing Fingers introduces surfaces of unseen,
unfamiliar bodylines that intercede between the acts of
touching and touched. This slows down the experience
of concurrent endogenous and exogenous sensations
that occur when we use one hand to touch the other,
raising awareness of the interchangeable states of object
and subject known through this phenomenon of ‘double
touch’. As artefacts intimately aligned with the skin
surface they engage with the living body’s experience of
touch, mediating how the wearer can feel by introducing
the invisible touch of others.
100 HAND SITES
The project then, is a collection of fleeting body
moments. Each cast preserves a site that existed briefly
and is gone forever as the body continues to transform.
The casts themselves range in size from a pinhead to a
whole palm. Many of them need to be viewed closely or
with a microscope in order to recognize the texture of
human skin or to identify the form they capture. They
are delicate and membranous, embedded with skin cells
removed by the latex as it is peeled off the living skin.
The casts themselves will continue to evolve over time
as latex is an organic material prone to wear, colour
change, hardening, and deteriorating in areas exposed to
skin oils as it ages.
In contrast to Gold Leaf, this is a project that conjures
the ‘invisible body’ into being. There is an eerie sense
that these skins are flakes separated from their source,
much like Wilson’s museum of empty clothes. Yet, the
pieces evoke an absent body rather than a transparent
form like the Invisible Man’s; they are a collection of
bodies and moments that have passed rather than living
relics. 100 Hand Sites didn’t definitively isolate what a
body site might (or might not) be, but it has resulted in a
collection that visualises the temporality of the living
body and its potential to endlessly transform. As such,
the living body as a site that presents the possibility to
design for bodies that have already passed, that may
only be present for a moment, or that do not yet exist.
Heeding Wells’ moral warnings to engage in socially
responsible research and practice we can perhaps take a
cue from the Invisible Man and see this as a challenge
to innovate new ways of dressing, fashioning, and
transforming the body.
DISCUSSION
Figure 4: Diagram representing the cast sites in 100 Hand Sites, and a
sample of the casts (shown stored in airtight bags).
100 Hand Sites is a project that also emerges from the
techniques developed through analysis of the living,
moving body and the skin surface. It is a series of body
casts that record the changing forms and textures of a
single hand, with a focus on experimenting with what a
site for design on the body might be. Made using dyed
liquid latex, this on-going collection has long outgrown
the one hundred sites of the title, and is potentially
without end because of the difficulty in definitively
mapping an area of the living body. Complex and
dextrous, the hand is capable of an infinite number of
permutations that alter its form and surface. Added to
that, the living body is perpetually in a process of being,
becoming, and breaking down. It transforms from
moment to moment, and over an extended period of
time the body accrues marks and ages - the cells of
today are not those of tomorrow.
In the first part of this paper three key themes in H.G.
Wells’ The Invisible Man have been analysed in terms
of issues that arise in the research of wearable artefacts.
Firstly, the cross-disciplinary trope of the wearable
artefact was introduced to describe the particular
relationship between the body as a site for design and
the artefact that dresses it. The Invisible Man was
identified as a fashioned body, along with a discussion
of the ways that bodies may be fashioned through
culture, artefacts, and practices of dress.
Secondly, the ability of wearable artefacts to play a role
in socialising and culturally fashioning the body was
addressed. Bodies and wearable artefacts were seen to
be part of systems of social communication, and
ascribed with symbolic meaning. In The Invisible Man
this is illustrated though the way that clothes allow the
protagonist to function within society. However,
repeated violation of subtle social codes that surround
clothes and clothing practices also prevent him from
being fully accepted by the Iping community. The
symbolic meaning of clothes was also explored through
examples within Wells’ text, which demonstrates ways
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that dress may provide physical, spiritual, and
psychological protection.
Finally, the Invisible Man is seen as a fashioned body
that challenges cultural values and boundaries. Within
the cultural milieu of the novel and its original audience
of Victorian-era society he is positioned as a subversive
and transformative figure, a form of social pollution that
must be disciplined. As a culturally produced text,
literature is seen as a lens with the potential to draw
attention to the values, ideas, and beliefs that underlie a
society. Collectively, these issues show the network of
meaning that constructs, and is constructed by, the
relationships between bodies, culture, and artefacts.
In the second part of this paper, The Invisible Man is
viewed as a lens through which to creatively and
critically examine design research. In light of the
themes raised by the text research projects that focus on
the living body as a site for design are discussed. These
examples demonstrate an experimental approach to
design research techniques, in response to the
challenges of analysing the living body as a site, and
making the body ‘visible’ through the performativity
and practice of wearable artefact design. The figure of
the Invisible Man is seen as a sign of possibility that
encourages experimental and imaginative design
research practices, a disciplined approach, and an
awareness of the relational network surrounding the
body and wearable artefact. This study is seen as being
an example of how literature may play a role in
experiments in design research and practice. As an
unseen entity the Invisible Man is a device through
which to speculate on how the visualised body plays a
role in constituting the functions of wearable artefacts
and their meaning to social audiences.
REFERENCING
Anzieu, D. 1989, The Skin Ego, trans. C. Turner, Yale
University Press, New Haven and London.
Barnard, M. (ed.) 2007, Fashion Theory: A Reader,
Routledge, Oxon.
Benthien, C. 1999, Skin: On the Cultural Border
between Self and the World, trans. T. Dunlap
Columbia University Press, New York.
Cohn, S. 2009, Recoding Jewellery: identity, body,
survival, doctoral thesis, COFA, University of New
South Wales, Sydney.
Davis, F. 2007, ‘Do Clothes Speak? What Makes Them
Fashion?’, in M. Barnard (ed.), Fashion Theory: A
Reader, Routledge, Oxon, pp.148-158.
Douglas, M. 1966, Purity and Danger: An analysis of
the concepts of pollution, Routledge and Kegan
Paul, London, Boston & Henley.
Eicher, J. 2012, ‘Body: The Dressed Body in Fashion
and Art’, in A. Geczy & V. Karaminas (eds),
Fashion and Art, Berg, London, pp.77-86.
Ellison, R. 1965, Invisible Man, Penguin,
Harmondsworth.
Entwistle, J. 2000a, The Fashioned Body, Polity Press,
Cambridge.
Entwistle, J. 2000b, ‘Fashion and the Fleshy Body:
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Entwistle, J. 2001, ‘The Dressed Body’, in J. Entwistle
and E. Wilson (eds), Body Dressing, Berg, Oxford,
pp.33-58.
Entwistle, J. 2007, ‘Addressing the Body’, in M.
Barnard (ed), Fashion Theory: A Reader,
Routledge, London, pp.273-91.
Flügel, J. ‘Protection’, in M. Barnard (ed), Fashion
Theory: A Reader, Routledge, London, pp. 126135.
Grosz, E. 1994, Volatile Bodies: Toward a Corporeal
Feminism, Indiana University Press, Bloomington,
IN.
Healy, R. 2009, Striptease: An investigation of
curatorial practices for fashion in the museum,
doctoral thesis, RMIT University, Melbourne.
Jablonkski, N. G. 2006, Skin: A Natural History,
University of California Press, Berkeley.
Merleau-Ponty, M. 2002, Phenomenology of
Perception, Routledge: London.
Parrinder, P. (ed.) 2005, The Invisible Man, Penguin
Classics, London.
Priest, C. 2005, ‘Introduction’, in P. Parrinder (ed.), The
Invisible Man, Penguin Classics, London. pp.xviiixxi.
Wilson, E. 1985, Adorned in Dreams: Fashion and
Modernity, Virago: London.
Wisniewska, D. 2010, ‘My Humanity is Only Skin
Deep: The Monstrous Body, The Monstrous Self as
Portrayed in Literary and Film Horror’, in S. Front
& K. Nowak (eds) Interiors: Interiority/Exteriority
in Literary and Cultural Discourse, Cambridge
Scholars Publishing, Newcastle upon Tyne.
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THE INGENUITY OF AGEING: AN
EXPERIEMENT TO EXPLORE THE
ROLE OF DESIGNERS AS A MORAL
SUBJECT
DENNY HO PHD
YANKI LEE PHD
HONG KONG POLYTECHNIC UNIVERSITY
HONG KONG DESIGN INSTITUTE
SSDENNY@POLYU.EDU.HK
YANKILEE@HOTMAIL.COM
ABSTRACT
As a dialogue with the advocates of the idea of
‘design process as Things’ of which designers
become facilitators and supporters for design
process, we attempt to argue that designers should
understand their role as a moral subject and their
values in design should be revealed and discussed
with design participants. Regarding the ways of
deliberating values in design process, we employed
Ricoeur’s ideas of utopia and ideology as the key
(Ho et al., 2011; Ho and Lee, 2012). However, we
question the current PD development that designers are
relegated to a secondary position vis-a-vis that of
participants, and eventually merely playing the
supportive role in the design process. It turns out that
designers are no longer necessary for direct negotiations
with participants and that issues around the quality of
design have been left undetermined. We argue that
designers should play a critical role in the field of
design, especially when this profession has much been
involved in the pursuit of social change, since the
political and moral judgement of designers would play a
part in setting the goal of social change. For the
purpose of the demonstrating how designers live out
their moral values, we draw our experiences from our
one-year experiment involving a group of older people
that are actively ageing on a university campus in China.
concepts guiding the design of our experiment with
a group of retired academics in China. We argue
that designers could accomplish this task through a
critique of ideology and of identifying utopian
elements from the participants. In conclusion, we
maintain that both designers should align with the
critical role of designers as a moral subject so as to
ensure better design ‘outcomes’ that could improve
lives for our future selves.
INTRODUCTION
As a team with a sociologist and a designer-researcher,
we began our collaboration five years ago and have
worked to research the role of designers in the design
process. We endorse Participatory Design (PD) out of
the belief that the user’s involvement would enhance the
quality of the design outcome and that the practice
wisdom of users is an invaluable resource during design
WHEN DESIGNERS MEET PARTICIPANTS
We learned that almost every approach to PD
emphasises the need to rethink the roles of the
participants, especially those who are known as ‘users’
or co-creators. In the PD framework, the design process
is generally understood as a problem solving process.
Correspondingly, users’ identity has been confirmed as
an experience and resources provider who could
contribute much to design. However, in the current
discussion within the field of PD, designers are repositioned to a supportive role rather than a
contemporary of other participants (Bjogvinsson, et al.,
2012). Designers’ roles are also reshaped as
‘developers, facilitators, and generators’.
It has been suggested that designers may take up a new
role in the task of infrastructuring public things, and of
supporting future appreciation and appropriation of
design at use time (Ehn, 2008, 94; see also Bjorgvinsson,
Ehn and Hillgren, 2010; 2012). This view is a tricky rerelegation of designers from the role of active
participants to that of supportive participants.
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Ehn (2008) has proposed a new conception of the
design process in a way that the participation process as
a design process is for the realisation of a ‘sociomaterial assembly’ conceived as Things which could be
interpreted as ‘the outcome of the design process. A
design process has also been divided into two parts:
design-for-use and design-in-use.
Of most importance, because design-for-use could not
restrict the possible range of the ways of using the
outcomes from the design process, in the process of
design-in-use, there always new ways of interaction and
application, that would result in innovative
appropriation of the design outcomes. Generally
speaking, design process is inevitably characterised by
uncertainty and ambiguity. In the light of this
understanding, design projects could not be guided by
any engineering perspective, which is rationalist in
nature and could not be informed by a top-down
perspective that would finally hinder adaptation to the
changing conditions.
Conversely, design process should be regarded as
Things. Ehn further characterised the social domain of
the design process in which all parties are inevitably
involved in an entangled design-game where
participants, whosoever they are, have constructed ‘a
socio-material design thing, a meaningful potentially
controversial assembly, for and with the participants in
a project’ (2008, 94).
According to Bjorgvinsson, et al.(2012), designers, in
this new version of PD, have a new challenge of which
PD ‘is seen as a way to meet the challenges of
anticipating or envisioning use before actual use, as it
takes place in people’s lifeworlds’ (Bjorgvinsson, Ehn
and Hillgren, 2012, p. 104). In order to facilitate
meeting such challenges, designers of PD should
prepare opening up the possibility of use as design or
design-after-design. This task has been termed as
infrastructuring.
In our view, this idea brings designers to a new domain
where designers have been assigned a fundamental
obligation to design events, such as Yschumi’s
suggestion of ‘event architecture’ by which
controversial things are opened up to support multiple,
heterogeneous and controversial design-games in use.
Manzini and Rizzo (2012) also constructed a new
typology of the role of designers as triggers, codesign
members and design activists that designers pick up the
duty of supporting a platform or infrastructure for
negotiations or even serving as the trigger and design
activist of design initiatives.
We find this re-positioning of the designers in PD
problematic. Firstly, when we are talking about PD and
regarding designers for infrastructuring, designers turn
out to be supportive members of a design project. This
raises an issue of the legitimacy of using design
knowledge in design. Secondly, it would leads to the
exclusion against designers’ involvement. Just as
Manzine and Rizzo (2012, 202) have pointed out that
some examples of ‘bottom-up social innovation can be
considered as particular cases of participatory design: a
participatory design, where, every often, no professional
designers are involved’. Thirdly, given that reification
and appropriation of design outcomes in the design
process is full of negotiations and internal struggles,
designers, as triggers and design activists, must learn
how to negotiate with participants in the context of
conflicts. Ability to deal with conflicts and
disagreement during the design process is necessary and
valuable. If designers become infrastructuring
organizers, on what basis could designers endorse or
refute some kinds of arguments in question.
We concede that design as a profession has more
opportunities to go beyond commercial setting, which
has been largely informed by a product-centric
perspective, and make contact with a new design
domain in which innovation is about social change.
Design Activism is surely a case in point (Thorpe, 2012).
The idea of Design for Social Innovation also sets a
good example of the involvement of designers in the
process of social change. For examples, the Malmo
Living Labs, the Young Foundation in the UK and
Manzini’s DESIS network promoting the concept of
‘collaborative services’ are real attempts to bring forth
social change. Once designers take the supportive role
in this process, the goal of social change is seemingly
set by participants rather than through the negotiation
between designers and people. We find this repositioning of the role of designers in PD is
unacceptable.
THREE ESSENTIAL COMPONENTS FOR
BEING PARTICIPATORY DESIGNERS
In response to these issues arising from the new
assigned role for PD designers, we point to three
essential components which would constitute a
responsible PD designers involved in facilitating social
change through design process. Drawing from
Hekman’s conception of moral being, we argue that
designers, just like any individual human being, are
inevitably a moral subject. Being a supportive role in
design activities just entails the irresponsibility of
designers in being a moral subject. We also employ
Ricoeur’s critical theory to search for the values
enshrined by designers to judge the quality of resultant
design outcomes. We shall detail how we have applied
Ricoeur’s concepts of ideology and utopia to our
experiment so as to show the significance of this kind of
theoretical discussion. The third component is the idea
of treating human action as a text on which designers’
interpretative schema is applied.
A) DESIGNERS AS A MORAL SUBJECT
First of all, Hekman (1995) pointed out that every
individual is inevitably involved in a moral language
game in their daily lives. Designers participating in the
design process are also involved in a moral language
game with their counterparts. To Hekman, in every
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culture, to become a person is to become a moral person.
As she argued, ‘my moral beliefs constitute who I am as
a person. When I make a moral statement, I am not
saying that I believe this is right but could just as well
believe that something else is right. I am asserting that
this is right; I would be a different kind of person if I
believed differently’ (Hekman, 1995, 127). In other
words, we should not define ourselves as designers
without mentioning our moral judgement and belief.
Once ‘designer’ as an identity has been endorsed and
turns out to be a kind of subjectivity, we meanwhile
assert our belief and moral judgement. This is what
Hekman said of the ‘form’ of the employment of moral
language game. This form is needed by everyone, no
matter if one is a designer or just an ordinary person.
Regarding the contents of the moral language game, we
acknowledge that the morality of our culture is a
historical product, and is always located, historical and
contextual. This discussion has two implications.
Firstly, designers have their own moral language games
as their moral language content is specific, as long as
the subjectivity of a designer is formulated. Secondly,
there is a plurality of moral language games, like those
in which participants are involved. This entails the
possibility of having various kinds of language games.
In the process of design, a designer should, in the light
of his or her morality, determine which language games
are regarded as hegemonic while others as marginalised
moralities in a design process.
B) IDEOLOGY AND UTOPIA
In order to formulate the distinction between hegemonic
and marginalised language games, here we move on to
Ricoeur’s theory of ideology and utopia. This theory is
insightful as it provides us with a framework to deal
with the critique of ideology. In the design process, we
have to illustrate the ideological dimension of the
participants’ appropriation and reification in order to
ask participants to rethink their actions. This is
important in the context of disagreement and conflicts.
If we take PD ‘as a way to meet the challenges of
anticipating or envisioning use before actual use, as it
takes place in people’s lifeworlds’ (Bjorgvinsson, Ehn
and Hillgren, 2012, p. 104), it is necessary to accept that
colonisation of the lifeworlds exists and the critique of
ideology should be conducted in order to accomplish
de-colonisation.
not equivalent to the elimination of ideology. One of
the necessary step to achieve free of coercion is not the
elimination of ideology, but the search for the moves to
go forward. In his view, human beings can never step
outside the ideology itself. Our way out is to step inside
ideology and search for the possibility of moving
forward. His search is supported by his belief that
ideology should have a social dimension apart from
distortion: ‘If social reality did not already have a
social dimension, and therefore, if ideology in less
polemical or less negatively evaluative sense, were not
constitutive of social existence but merely distorting and
dissimulating, then the process of distortion could not
start’ (1986, 10).
To Ricoeur, the ‘positive’ side of ideology is its role to
serve an important role in supporting and legitimising
authority and the status quo. Ricoeur pinpoints a social
dimension of ideology, which is said to be the source of
identity and integration for communities and therefore
something constructive. To put it simply, ideology has
not only the negative dimension of distortion, but also
the positive side of legitimising authority and the source
of social identity and social integration. Thus, we could
understand Ricoeur’s conception of ideology at the
superficial level where ideology represents a kind of
distortion. But at a deeper level, it provides a belief in
the legitimacy of authority and the identity on which
communities can be built.
By the same token, Ricoeur employed a similar method
to understand utopia. At the superficial level, it only
represents some sorts of fantasy or story or escape with
little grounding in reality. Despite this negative
dimension, utopia provides the rupture and challenges
so that a dynamic vision of possibilities is kept. The
positive dimension of utopia is its ability to call a
society into question from an imagined, possibly critical,
vantage point. ‘Utopia is the mode in which we
radically rethink the nature of family, consumption,
government, religion, and so on. From ‘nowhere’
emerges the most formidable challenge to what-is’
(1991, 184).
For us, to conduct the critique of ideology is to expose
the project’s distorted visions of the world to designers
ourselves and to the participants. In our view, distorted
visions of the world protect the status quo and constitute
a social domination. In PD, this task is of utmost
importance as we oppose any domination. This view is
certainly shared with Ehn and his colleagues as they are
working towards ‘infrastructuring in support for
communication and community building free of
coercion at use time’ (2008, 99).
Utopia and ideology constitute a practical circle, which
could not be decoupled, as it is the unrelieved circle of
the symbolic structure of action. Moreover, Ricoeur
argued that this circle is not vacillating continuously but
becomes a spiral and progressive orbit. As he
maintained, ‘it is too simple a response, though, to say
that we must keep the dialectic running. My more
ultimate answer is that we must let ourselves be drawn
into circle and must then try to make the circle a spiral.
We cannot eliminate from a social ethics the element of
risk. We wager on a certain set of values and then try to
be consistent with them; verification is therefore a
question of our whole life. No one can escape this.
Anyone who claims to proceed in a value free way will
find nothing’ (Ricoeur, 1986, 312).
Our question is then how to accomplish free of coercion.
We accept Ricoeur’s idea that the critique of ideology is
We take ideology and utopia as polar opposites of a
single ‘cultural imagination’ that ‘mediates and
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integrates human action through interpretive schemas
that both constitute and distort a society. It is the same
symbolic structure that is prefigured in narrative
discourse that also constitutes social life as the cultural
imagination’ (Kaplan 2003, 62).
In our analysis of the design process as an active way of
accomplishing desirable social change, we should focus
on how ideology and utopia are constructed through
different discourses. In other words, even if we endorse
the view that the design process is a thing, an assembly
with an entanglement of many different design games.
We should go further to identify the ideology and utopia
embedded in those discourses and to carry out a critique
of ideology and the hermeneutic of suspicion.
C) HUMAN ACTIONS AS TEXTUAL ELEMENTS
Given that the design process is a kind of Thing,
‘participative, entangled, meaning-making design
games’ (Ehn, 2008, 95) in which different languagegames are involved, we could take this design process
as a kind of text. We do disagree that everything in the
reality is text, but we would argue that all human action
could be understood ‘as if’ it were text because of the
similarities between text and human action, such as the
fact that the methodology of human interpretation could
be applicable to both’ (Langdridge, 2004). Thus,
design activities as human actions could be taken as
‘textual’ elements.
In the light of this, we would take the process of
reification, in the language of Bjorgvinsson et al., as a
kind of textual manifestation. In the encounter of
reified material or non-material objects emerging from
the design process, we have a choice: whether we
should search for its ‘inner meanings’ like a kind of ‘asif’ text or give a critique of it. We should elaborate
more on this choice.
In our experiment of engaging retired intellectuals in
Mainland China, we explored our ways of identifying
the positive and negative sides of both ideology and
utopia from participants. In the context of
disagreements, we could point out the positive
dimensions of one party and show that to their opposite
counterparts, whereas in the context without conflicts,
we could highlight the positive dimensions of ideology
and utopia in order to establish the objective of the
design process
THE EXPERIMENT: FRAMING AGEING
INNOVATION DESIGNED BY INGENIOUS
OLDER PEOPLE
To us, ‘improving the quality of goods and services and
the quality of life for the elderly’ could be seen as an
objective for social change. Our original plan is to
translate the experiences of PD to the situation in China
and see if the role of PD in accomplishing social change
could be maintained in the social situation of modern
China. What we have done is ‘to engage design in
change’. The reason for choosing China as a place for
case study is related to the conventional image that
China does not advocate the form of democracy as open
as those institutions in the US and European Countries.
Relating to the experience of PD, the democratic system
in the industrial system of the Scandinavia countries
certainly facilitate the adoption of the rationale of PD
which has its roots in the movement towards
democratisation of work places whereas in China this
sort of movements seems unattainable. However, we
discovered that engaging design in change has already
occurred in the lifeworlds of Chinese people. They had
practised their ‘ordinary design’ for their lives in
retirement. Our concern then is not to prove the
existence of the possibility of engaging ordinary people
in design activities. Instead, we aimed at showing that it
is possible to transform individual efforts in design
ordinary lives into design at communal level in China.
We anticipate to find out a kind of localised
mobilisation of participation in design through our study
of the Chinese retirees in PD.
During searching for design partners in China, we found
an interesting situation at Tsinghua University in
Beijing; one of China’s most renowned universities, it is
an important centre for nurturing talent and conducting
scientific research. Tsinghua University has just
celebrated its 100th anniversary with more than 30,000
staff members and students. In addition to current
students and staff members, there are over 50,000
residents living on campus who support staff members
and their families. For instance there’s a kindergarten,
primary and secondary schools and a shopping centre to
support the community. It works like a town.
Interestingly, over 6,000 retirees are still living on
campus, and many of whom are scientists who hold
respected social status as subject experts, as well as
mentors to many of China’s current key political leaders
in the Communist Party, the ruling party in the Chinese
government. We decided to conduct a study of this
unique NORC of retired academics.
These retired intellectuals have developed their own
ways to continue their work lives after the official
retirement age. They are not the commonly perceived
‘old people’ who request our help. Instead they are
people who develop tools to help themselves. It is very
important for us to learn these ‘tools’ from these
ingenious older people so that we can employ them to
our future selves. We are particularly interested in how
these retired people design and develop their own ways
to tackle ageing. We are also interested in whether they
could be convinced and mobilised to organise a
participatory research/design project. We determined to
conduct our labs there since according to our evaluation
there is a high possibility for mobilising people to
participate in design activities.
THE METHODOLOGY: BUILDING A
PARTICIPATORY DESIGN COMMUNITY
This project has two main sessions. The first part is to
achieve the mobilisation of participation. We conducted
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interviews in order to persuade the retirees to participate
in this design project. The second was the participatory
design labs in which design ideas are collected and
discussed. The first session of this project started with
personal observations and later through interviews.
Upon the data collected through interviews, we
identified interviewees’ matters of concern and their
utopia that, in our view, is the driving force by which
participants get involved in the design process. This
tactic is important as this would give the participants an
clear idea of what they themselves would like to change,
what foci on which they have the desire to ‘make a
difference’ In our interaction sessions, we had a
number of tactics to identify ideology and utopia,
including:
(a) The identification of the ‘Other’ in the sense that any
ideology would inevitably position the ‘Other’ as
‘competing’, ‘less desirable’ and even ‘confrontational’,
the establishment of the ‘Other’ would help reinforce
one’s identity in a community;
(b) The encouragement of self-narratives, showing the
interviewees that in conflicts an actor will be entrenched
in an ideological position which gives no alternative
ways of being or self-narrative to the interviewee himor-herself;
would bring forth ‘good’ design ideas from the
participants. With this in mind, we employed the
insights from our analysis of ideology and utopia
interviews to design our PD workshops. The following
is a tentative analysis of the interviewees.
ANALYSIS 1: INTRODUCING THE CONCEPT OF
‘TSINGHUA REN’
Throughout the year’s study, we interviewed over a
dozen retirees (figure 1) through the existent network of
the Tsinghua Association of Senior Scientists and
Technicians and Tsinghua Gerontology Centre. All of
the members we met were ingenious older people,
improving their quality of life through their own ways
with self-initiated activates for ageing well. Many of
whom are locally famous for their new ways of
retirement living. Instead of conducting formal
interviews, we conducted ‘creative dialogues’ with them
in their homes or work places. In our analysis, there is a
central concept around which they have attached their
identity and status. To us, it is a kind of ideology,
which is to a certain extent a distorted social imaginary.
(c) The recognition of positive elements in what is
currently upheld by the ‘Other’ in order to show how
kinds of difference making could give belief to the
interviewer;
(d) The recognition of the importance of the positive
elements to ‘Other’s’ lived experience;
(d) The concept of ‘emplotment’ is introduced to ask the
interviewees to draw together the fragmentary episodes
of their own life into a unified narrative through the
telling of one’s life story; and
(e) Envisioning utopian alternatives which should be
realisable (if not, it would turn out to be a fantasy) and
not be fragmentary (if not, it would turn out to be
subject to free reign). The guideline in this respect has
been summarised by Langdridge that the participants
‘must be guided away from mere fantasy and instead
encouraged to focus step-by-step on practically
realizable aspects of their utopian reconciliation,
working back from their utopias to the present such that
they can identify a route out of the conflict and/or better
understand the nature of the conflict itself (2005, 230)’;
In our analysis section, we focused on themes by which
we could delineate the trajectory of our analysis. Here
we focus on two issues: the concept of Tsinghua Ren
and the perception of communal efforts in dealing with
ageing. In respect to the study of the concept of
Tsinghua Ren, we conducted interviews, data analyses,
testing out our interpretation with the interviewees and
finally persuaded participants by mobilising them in our
‘design festivals’. They were further engaged through
PD workshops in conjunction with Chinese traditional
festivals on campus, examining if design activities
Figure 1: Portrait photos of retired intellectuals
We intensively ‘interviewed’ four retirees during our
fieldwork and this gradually developed into a kind of
partnership for co-investigation. The data was collected
and analysed through the techniques of theme analysis
guided by the ‘open coding’ method of Classical
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Grounded Theory (Glaser, 1978). Basically, they
stressed their identity as being part of the Tsinghua Ren
in the sense that they belonged to the community of the
University of Tsinghua. We could not find any clear
boundary of such a community and clear criterion for
membership, but they would say that it was better both
physically and socially to live within the Tsinghua
campus. Certainly, Tsinghua Ren is a social imaginary
among the interviewees. We tried to describe how this
identity shapes their daily practice and living in terms of
their Quality Of Life (QOL) profile provided by the
World Health Organisation (WHO): Being, Belongings
and Becoming.
BEING (WHO ONE IS)
The interviewees rarely showed any great changes after
their retirement. As all of them were living within the
campus, they kept a key identity of Tsinghua Ren and
one of the changes after retirement was just more
focusing on their personal health. Perceiving this
pioneering university in the Mainland China as a firstclass university, they were proud of living in the
community. Their concern over personal health was
about their own physical ability to continue their
contribution to the university and nation. Many retirees
are keen to keep fit and fully committed to maintaining
their health. They used their run-down apartment
building (four to five storey block with no lift) and took
their old bicycles to poorly accessible communal areas
to maintain fitness and flexibility. For example, a retired
electrical engineering professor: retired for 20 years, has
played ping-pong every day at 4pm. He was happy to
play with anyone in the facility. He explained that,
‘Playing ping pong is good for my body as well as
meeting new and old friends!’ In addition, he and his
wife, who was also a professor of engineering, had a
habit of going to the Summer Palace, a national park
next to the university, every morning. They
commented ‘we come here every day between 8am and
11am when it is the best time to take in oxygen for our
bodies’.
Another case reveals the dialectic nature of ideology.
Professor Styling likes to dress up every day as she had
a view that being decent is a form of life within
Tsinghua, ‘Tsinghua Ren should behave in a way of
decency’, she expressed. In one occasion, she
expressed her resentment against other female workers
in front of us. Clearly, Tsinghua Ren as a social
imaginary in her mind is a cohesive community but with
social disparity. She despised those ladies on campus
who did not dress up as good as her. This story reveals
the ideological dimension of the Tsinghua University
Campus as a cohesive community. In reality, it is easy
to find Tsinghua residents of various socio-economic
status. But this story also shows the utopian idea held
by Professor Styling. She expected all Tsinghua Ren to
be well educated and living in a decent lifestyle. While
the ideological conception that the Tsinghua community
was composed of refined and educated people gave her
a kind of distorted picture, the non-congruence between
the utopian social imaginary and the real situation also
provides the drive and motivation for her to participate
in the communal association. She participates in
communal activities and even organised a number of
academic activities to make public the contribution of
the Tsinghua retirees. She expects that better social
exposure of the retirees’ activities and social
contribution to the nation will give the pride and selfesteem of the group a boost. Indeed it will support all
Tsinghua people and therefore they would live up to her
ideal Tsinghua Ren imaginary.
The non-congruence between utopia and the ideological
social imaginary brings forth positive effects to the
group. Especially when building motivation towards
participation in our design study. After the
identification of this concern concern among the
interviewees, we highlighted the possibility of doing
and designing some ‘good’ communal activities for all
the people in the Tsinghua campus. The result of this
finding becomes the effective tool for persuasion in the
mobilisation of participation.
On the other hand, we found that the belief in the
‘ideological’ existence of the Tsinghua Ren community
provides our interviewees with a clear sense of
belonging and a social identity, a topic we should
elaborate more on later sections.
BELONGING (CONNECTIONS WITH ONE’S
COMMUNITY)
The second level of the QOL profile is about the sense
of belonging to community and environment. In our
analysis, the retiree’s sense of belonging has been
granted by the identity of Tsinghua Ren. This group of
ingenious older people grew up together as classmates,
colleagues and neighbours. They also went through the
political transformation of China and learning to live as
a collective. Nevertheless, their social integration
among Tsinghua Ren is supported by the ideological
tenets that Tsinghua University was one of the
components of their nation, the People’s Republic of
China. They had to accomplish their lifelong
contribution to the nation even if they were retired from
their formal academic positions at Tsinghua. As they
say, ‘Once a Tsinghua Ren, Always a Tsinghua Ren’.
They would not consider terminating their work and
innovation. Professor Styling recollected her days in
the Tsinghua laboratory. She said that in every working
day, the researchers there were anxious as the people
from the Prime Minister’s Office would ring them up
and ask if there were any progress and discoveries from
their work. She was proud of being a member of the
Tsinghua laboratory since this research office had a
strong link with the social development of the nation
and a good relationship with the authority. As we have
argued, Tsinghua Ren is a kind of imagined community
in the sense that it is ideological, but the identity
provides the claim to constitute an identifiable
community, the Tsinghua community. This ideological
imaginary does not only create the ground for them to
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accept the legitimacy of the Tsinghua University but
also the ground to accept the legitimacy of the political
authority of the nation.
On the other hand, the Tsinghua Ren identity has a
competing the ‘Other’, which is the Peking University
Ren. Tsinghua Ren is frequently compared with Peking
University Ren. As an interviewee pointed out, within
the academic field and the central government of the
Mainland China, there has been a wide-spread belief
that Tsinghua Ren are strong at scientific disciplines
whereas Peking University Ren at humanistic subjects.
Tsinghua Ren had long been motivated to focus on
scientific discovery and innovation in order to maintain
this social imaginary about Tsinghua Ren. Two
retirees’ experiences demonstrate this orientation. For
40 years, Professor Physics worked as a nuclear power
expert under the government’s agenda and contributed
to military development. Retirement also meant
freedom for him, where he can work on self-initiated
projects related to his own expertise. Originally trained
as a physicist, in his second year of retirement, he
invented a new method of X-ray body scanning, which
got a national patent with investment to continue
research for its applications. After eight years, he
received a second round of investment and is working
with young researchers to develop new social
applications of this technology in the healthcare domain.
He claimed that being a Tsinghua professor also
entailed a continuation of innovation in order to live up
to the ideal of scientific Tsinghua Ren.
Professor Oxygen’s experience of his own self-initiated
project had a more difficult path. As a trained chemist,
he was also given the task of researching nuclear
development during his whole academic career. After
retirement, because of his own health, he started to
research oxygenation, especially through eating and
drinking. He called the liquid form of oxygen Fitness
Oxygen, which was patented nationally. He claimed
that his innovation of liquidised oxygen had a higher
degree of purity in comparison with those produced by
the American factory. All the research was carried out
in his own kitchen or laboratory at his previous
department outside of school hours. More importantly,
he used his own body for the first test of his invention.
He got support from a voluntary elderly group
(including retired medical experts, professors and
physicians) to help him to conduct a long-term trial. He
aims to prove that this new product could help our
bodies to get many health benefits. After ten years, the
production was limited because it was an alternative
health care concept that required formal clinical trials.
However, he has a blog that many people read every
day. In his narrative about his personal development,
he regards his knowledge as his involvement in
Tsinghua University which was also the major academic
institution contributing to the development of his nation.
Clearly, the identity of being a Tsinghua Ren has not
only legitimised the existence of Tsinghua as a
community but also legitimised the authority of the
nation.
We see that the social imaginary of Tsinghua Ren does
not only constitute a distorted picture about the
existence of a cohesive Tsinghua Ren community but
also provides a strong imagined community to which
the retirees attach socially. Through this attachment,
they endorse both the legitimacy of the university but
also the nation. Meanwhile, it also constitutes an Other
with which Tsinghua Ren must compete. The
ideological social imaginary in terms of Tsinghua Ren
results in a very positive social effect: social integration
is maintained and motivation to design lives after
retirement is groomed.
BECOMING (ACHIEVING PERSONAL GOALS, HOPES,
AND ASPIRATIONS)
As we have argued, the dreams of utopia are important,
as they bring forth positive impacts on the motivation of
people to seek social change. In our case, the utopia we
identified among the interviewees was a sense of
becoming which is really about actions that go beyond
individual expertise to transfer knowledge to everyone
so that others can age well.
Back to Professor Styling whom has been a professor of
micro-electrical engineering even though her original
field is chemistry. She once explained to us her
viewpoint of current education: ‘Students are now
trained without hands-on ability and they are incapable
of solving diverse problems outside their own
expertise… however, when we studied, we were trained
with the principle of problem solving and hands-on
ability that can apply to any subject.’ Since retirement,
she has worked as the office manager for the Tsinghua
Association of Senior Scientists and Technicians where
she was promoted and enjoyed active engagement with
external organisations and current students. She
appeared to be dissatisfied with the current forms of
knowledge transfer within Tsinghua. But she knew that
current educational approaches were affected by the
rational model of knowledge transfer at the expense of
experiential learning. She told us her analysis of the
teaching approach of the university and expressed that
when the university became ‘modern’, it would
inevitably result in the dominance of administrative
calculation and rational arrangement. Hence, hands-on
teaching and job placement were no longer popular in
modern teaching. It could be said as a fantasy if one
expected to change such a strong tide of education
philosophy. But her ‘utopia’ appeared to be more
manageable and achievable. She just designed more
linkages between external organizations and current
university students through which students could gain
direct application experience and hands-on training at
the workplace. Her dream of utopia, the restoration of
the teaching method used in her good old days,
motivated her to participate in communal activities.
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These retirees’ stories demonstrate that they have the
motivation to design new ways of continuing the glory
of being a Tsinghua Ren, a preserved or even distorted
vision of their community. It is distorted, as Tsinghua
Ren is not a real entity. At the personal level, they
solved their basic needs of being, i.e. as retired people
solving ageing problems. They were working hard to
make sure that they themselves are ageing well. Of
most importance, they were also concerned about how
their experiences can help others within the community
and beyond. All this was supported by the noncongruence between the utopian ideal of Tsinghua Ren
and its current situation, and all these are also supported
by the utopian and ideological social imaginary of
Tsinghua Ren.
dead, the Dragon Boat Festival, a festival with high
appraisal of loyalty, the Mid-Autumn Festival,
September, a traditional festival for people to get
together with their families, and the Chong Yang
Festival, which was also named as the Elderly Festival,
underscoring one custom as it is observed in China,
where the festival is also an opportunity to care for and
appreciate the elderly.
As a group of ingenious people, they are working and
stimulating each other to tackle persistent myths about
old age, a culturally based fear of ageing. At the same
time, they were dissatisfied with the image of weak
Tsinghua Ren. It is clear that this unique situation of
collective living has become an incubator that allows
innovations to happen. They are constantly developing
ways to maintain their quality of life (being, belonging
and becoming). The way for achieving this is the
formation of the ideological social imaginary in terms of
community to which members have a strong sense of
attachment and belongings.
ANAYLYSIS 2: COMMUNAL EFFORTS IN DEALING
WITH AGEING
How can our findings relate to design practice and
research? In our second stage of study, we attempted to
employ the concept of ‘ingenuity of ageing’. Here we
believe that design can be a social tool for co-designing
ideas for a better world based on inspiration from
interactions with socially marginalized people such as
older and disabled people. After the completion of the
first stage of ‘creative dialogues’ and analysis, we
demonstrate how the investigation of a group of
ingenious older people in China could be taken as a case
to understand the social contexts of ageing. In the next
step, our aim is to set up a design platform to evaluate
whether designers could on the one hand accomplish
infrastructuring for democratic innovation through the
design process and on the other present a critique of
social distortion that exists among the participants.
To enable older people to investigate their ingenuity of
ageing, we explored the Design Festivals (figure 2)
method in this project: five pop-up design stores were
set up during five traditional festivals in the Chinese
calendar. These design interventions were on an ad hoc
basis but there are essential components: First, we put
emphasis on the traditional values of being respectful to
our ancestors. We took this as a chance to test if most
retirees would take this opportunity to figure out some
innovative methods to show their respects to Tsinghua
Ren and their appreciation of unity. The festivals
include the Spring Festive for the unity of families, the
Qingming Festival, the festival to commemorate the
Figure 2: Design Festivals on university campus
Finally, we collected a variety of innovative ideas about
the welfare of Tsinghua residents such as Elders
restaurant to maintain their health, Greener burial
method, e.g. tree burial, Body donation advice, Class to
learn how to take care of the old, etc. Throughout the
process of this stage, we found few disagreements and
conflicts as participants had a strong inclination to do
something for the imagined Tsinghua Ren. It seemed
that they were thinking of the common needs of the
Tsinghua Ren. They had mentioned nothing about the
needs arising from poor families, gender and university
students and the staff. It seemed that their thoughts
were not in terms of any identity and social status
different from Tsinghua Ren.
Throughout the second session, our activities revolved
around the theme of their utopian dream. This was about
the Tsinghua residents ageing with dignity - participants
kept using their own ideal picture to, on the one hand,
evaluate the current situation of Tsinghua Campus, and
on the other to search innovative ways to realise their
utopian dreams. We would attribute the smooth process
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of service and program design witnessed in the
workshops to the ‘right’ identification of the common
concern of the participants, the future of the ageing
Tsinghua Ren, and we also attributed it to our
highlighting of the utopian dimension of the Tsinghua
Ren, with which participants found no disagreement. If
we compare our project with that organised by
Bjorgvinsson et al. (2010), we start with our mission to
‘create’ and to ‘conjure up’ the matters of concern for
the targeted participants whereas Bjorgvinsson et al.
took the neighbourhood associations’ matter of concern
as given. In our view, focusing on the construction of
the objectives of a PD would reveal more the salience of
the role of designers as design triggers.
All along the design process, we should keep
identifying the utopian elements emerging from the
participants and keep avoiding the promotion of any
innovation that would jeopardise the solidarity of
Tsinghua Ren. This is the reason why we, as triggers,
co-design members and design activists, would not
encourage Professor of Styling, the longest term
collaborator throughout the process, to organise any
activities to change or modify the lifestyle of those she
dislikes. We would not promote any private businessoriented activities, such as helping the professor who
produces oxygen water at home, because this type of
design activity would bring harm to the participants as a
community. Given that we endorsed the idea of
Tsinghua Ren as a good identity, a sense of social
integration would help participants to foster a view that
those who have different ideas and expectations are not
one’s enemy, and to strengthen the belief that further
negotiations and conflict reconciliation is possible.
The second session ended with a number of proposed
plans. We had no resources to actualize the ideas.
However, we did have a session on the next possible
steps. The aim of this session is to see if we could
summarize our experiences in such a design process.
We asked the participants to evaluate the feasibility of
its implementation and actualisation. After a number of
rounds of discussion, they reached the conclusion that
all resources were controlled by the management of the
university and what the plans need was the ‘green light’
from the management. However, most expressed that it
was unwise to have any unconventional actions since
the management was the iconic figure of their
community. This conclusion seems to indicate again
the paradoxical nature of our understanding of the social
reality. On one hand, the central management of the
university turned out to be the barrier against the
actualization of their design proposals, but on the other,
it served its utopian function in formation of the iconic
figure of the Tsinghua Ren. How could the whole
design project deal with this paradox? This question
leaves us a big puzzle for our future study.
CONCLUSION
Our one-year experimental study demonstrates the new
role of designers as design activists and the importance
of the idea of designers as a moral subject has been spelt
out. By using Ricoeur’s idea of ideology and utopia,
we could on the one hand analyse participants’ dreams
and distorted visions of the world and on the other, have
the perspective to know what social situation they
would like to change. This is to enhance the social
awareness. In our design process, we made use of
interview data to identify the foundation on which the
participants acquired their communal sense. In our case,
it is the concept of ‘Tsinghua Ren’. This concept
provides a strong sense of collectivity, to which the
participants are keen on contributing. Although
collectivism seems to be a factor restricting people from
chasing individual accomplishments, in our case, such a
collective sense becomes a strong reason for the retirees
to live out their sense of being, belonging and becoming.
When we focus more on the common goodnesses of the
‘Tsinghua Ren’ in the second session of our research
process, the participants were really excited in searching
and designing for their ‘virtual’ community. In the
second sessions, we also identified the barriers against
their implementation of the proposed ideas through the
discussion on the role of the management of the
university. In this session, a majority of the participants
came to the conclusion that the management of the
university was the genuine leader of their community
but simultaneously it was also the barriers against their
proposals as they estimated that the management would
take financial constraint as the reason for not implanting
their proposal. To the participants, they were aware of
the necessity for dialogues and negotiations between
them and the senior management of the university.
However, in the design process, we also reported to the
participants that their idea of being a ‘Tsinghua Ren’
would entail social exclusion. Their image of a good
and decent ‘Tsinghua Ren’ would exclude those who
could not live up to their standards, whatsoever the
standard set. To us as the designer and design
organizer, PD is a moral, political and social practice in
which the morality endorsed by designers should be
deliberated in the interactive process with the
participants. Designers would not be happier with
doing infrastructuring and avoid being involved in
moral and political negotiations. When taking the
design process as a Thing, which has an unpredictable
occurrence and is characterised by ambiguity and
uncertainty, designers should have a solid perspective
on their roles and missions and clear command of their
moral practices. Of course, we have not done anything
to examine the extent to which our analysis is also
suffered ideological colonization. We are not able to
show if our research practice could lead to more
‘positive’ design outcomes for the participants and the
retirees at large. To some extent, our position as
research activists is free of critique and examination by
any parties. Throughout the process of data collection
and analyses, the skills and techniques were also subject
to the management of the researchers. This needs
another round of deliberations in order to reveal the
openness of our design research format which is
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supposed to be full of uncertainty, ambiguity and free of
professional manipulation. In other words, the goal of
being free of coercion in the PD has not been reached
through our experimental lab in Tsinghua.
ACKNOWLEDGMENTS
We would like to thank all the participants and
collaborators on the project, which include retirees and
current students of the Tsinghua University. This project
could not have happened without support from the
Department for Business, Innovation and Skills (BIS) –
UK-China Fellowship of Excellence programme and the
Helen Hamlyn Centre for Design at the Royal College
of Art, London.
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Hekman, S. 1995. Moral Voices Moral Selves: Carol
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College of Art, London, UK
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Kaplan, D. 2003. Ricoeur’s Critical Theory. Albany:
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Langdridge, D. 2005. ‘Between Ideology and Utopia’.
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social innovation, supported by the Department of
Business, Innovation and Skills (BIS) and Royal
College of Art, London UK
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changes: Participatory design as an open participated
process. CoDesign., Vol. 7(3-4), p. 199-215.
Ricoeru, P. 1986, Lectures on Ideology and Utopia.
Taylor, G.H. (ed). New York: Columbia University
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Hermeneutics, II, trans. Blamey, K. and Thompson,
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Thorpe, A, 2012, Architecture and Design Versus
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CARDBOARD HOSPITAL –
PROTOTYPING PATIENT-CENTRIC
ENVIRONMENTS AND SERVICES
JUHA KRONQVIST
TEEMU LEINONEN
AALTO UNIVERSITY SCHOOL OF ARTS, DESIGN
AND ARCHITECTURE
AALTO UNIVERSITY SCHOOL OF ARTS, DESIGN
AND ARCHITECTURE
JUHA.KRONQVIST@AALTO.FI
TEEMU.LEINONEN@AALTO.FI
HEINI ERVING
AALTO UNIVERSITY SCHOOL OF ARTS, DESIGN
AND ARCHITECTURE
HEINI@H2K.FI
ABSTRACT
Cardboard hospital is a co-design method and
prototyping environment for creating patientcentric hospital spaces and services. The method
development was situated within a building project
of a hospital wing in which the aim was to find
new ways for including patients in the design
process. The method was developed through
combining participatory design methodology with
the professional capabilities of a set designer.
Cardboard hospital provides an environment that
supports participatory design processes and guides
participants towards participation as an artistic
practice. The paper is situated in the theoretical
framework of pragmatic aesthetics and builds on
the notion of an aesthetic experience. The results
encourage towards a wider utilization of set design
capabilities and aesthetics in co-design
environments.
design. The case in question was about designing new,
patient-centered hospital infrastructure and the services
and experiences it should support. The result,
‘Cardboard Hospital’ is a prototyping environment and
a co-design method that was developed in order to
address the question of embodiment in building
processes. It provides a way to explore different
meanings that arise from spatial experiencing through
an immersive and tangible set up of real-sized
prototyping elements. In the participatory workshops
the needs and experiences of the patients were explored
and formulated into initial concepts of future hospital
spaces. The result is an inspirational method that can be
used in a wider methodological framework of researchbased design process, including contextual inquiry,
participatory design, product or service design and
prototyping activities (Leinonen, 2008; Leinonen 2010).
The method was created for use in a real-life building
process of a new hospital wing situated in a large
hospital in mid-Finland. In three prototyping workshops
the participants constructed hospital spaces using bodyscale blocks and other materials. At the same time they
reflected on the service aspects related to healthcare
from a patient-centric point of view. This paper
describes first the theoretical background detailing
recent changes in healthcare and earlier work in the
field of participatory prototyping, then details the design
process and finally describes the prototyping
workshops. The paper concludes with a reflection of the
methodological insights and presents directions for
further development.
INTRODUCTION
In this paper we describe a method developed in the
intersection of healthcare, architecture and service
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Figure 1: The cardboard hospital set-up
DESIGNING FOR PATIENT-CENTRIC CARE
Patients are an underutilized resource in the operation
and development of hospitals. When developing
healthcare systems the voice of the patient is often
limited to rigid feedback systems or public hearings.
This is partly due to the nature of the clinical providerpatient relationship, which is seen as paternalistic and
characterized by rigid power structures (Teutsch, 2003).
This view places the hospital staff in the role of experts
and in turn assigns a passive role for the patients.
Considering the historical development of hospitals to
treat acute conditions, such as infectious diseases,
emergencies or physical injuries where the patient
expects to be treated efficiently and then quickly let out,
this approach has been considered sufficient. The results
of this kind of patient-provider relationship can be
witnessed in western hospitals built in the latter part of
the 20th century and they reflect the build-up of
hierarchical hospital organizations. Hospitals are
complex socio-material constructions that contain an
emphasis on historically embedded work aesthetics and
focus on functional aspects of hospital operations
(Kronström-Johansson, 2008).
Research points out that introducing non-functional,
human elements into the hospital environment such as
art, natural light and elements of nature and social
spaces has been proven to increase patient well-being
(Ulrich et al., 2004). However, the non-participation of
patients in the design of healthcare environment has
created environments that are more focused on aspects
of work than what constitutes a pleasant environment
for the patient. Hospital aesthetics remind us of images
of sterility, functionality and impersonality. Patients
have described hospital as gloomy, frightening or
distancing (e.g. Saarikangas, 1996). Instead of
considering the service paths of the patients, the spatial
layout of the hospital campus situates units according to
their organizational hierarchy, often forcing patients to
walk great distances within the hospital corridors.
Patient-centric care is an approach that aims to address
issues caused by the provider-focus of healthcare
institutions. It aims to improve the quality of care
through increased focus on patients and their
experiences. In general, patient-centered care is seen as
a move from a paternalistic, provider-focus to one that
involves the patient more in the planning and execution
of their care (Robinson et al., 2008). It also provides an
alternative to traditional ways of collecting quality
assurance, such as feedback forms or audits. Issues
addressed through a patient-centric approach include
patient preferences and values, emotional support,
physical comfort, information and communication,
coordination of care and the involvement of family and
friends (Gerteis & Daley, 1993). The involvement of
patients (and their families) in the hospital processes
takes place on four levels. First, they should be able to
participate in the organization of care and inform the
staff on what should be developed. On the second level,
participation should extend to the improvement of the
clinical system. This includes planning, implementing
and evaluating change. On the third level, patients
should be able to participate in processes that aim at
hospital-level changes such as building processes.
Fourth level addresses participation in local policy
making related to healthcare. (Shaller, 2007)
Patient-centered care guidelines advise the participation
to be in the form of full membership in development
teams, hospital committees and special councils, but
detailed descriptions of participation methods are not
addressed. In addition, committee participation might be
an effective way of influencing decision-making
processes in hospitals, but it does not fully utilize the
capabilities of patients or hospital staff. Discussions can
address some of the areas related to patient experience,
but they do not necessarily translate well to new design
ideas. They also do not fully address the embodied
experiences that take place within the current and future
hospitals, which can be seen as essential when
designing for patient-centric hospital environments.
While many hospitals are placing patient-centric
planning of their infrastructure and services in the core
of activities, they often lack the skills or tools to put this
vision in practice (Robinson et al., 2008). In the next
chapter we will review research on physical prototyping
as an approach for stakeholder participation.
PROTOTYPING AS EMBODIED ACTIVITY
Recent studies suggest that physical sensations play a
far larger role in our thinking processes than simply
providing feedback or stimulus. We are engaged in a
continuous cycle of reconciling ourselves with the
environment as we experience it through all of our
senses. Johnson (2007) points out to the inseparability
of mind and body in the meaning-giving process.
Physically, our senses are continuously connected to our
nervous system and its ability to create order and
priority, in other words to plan and design. Our
thinking, both on the practical and abstract levels,
derives from the interaction of our mind-bodies with the
surrounding environment. In short, we give meaning to
things through interaction with the world. Focusing on
our inner thinking processes or a single sense can lead
to an inferior result. For example, children are proven to
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learn equations faster and remember knowledge for
longer if they use gestures (Goldin-Meadow, 2010). The
connection between our bodily sensations and thinking
processes is evident in many historical design practices.
They situate design within studios in which design
activities are physical and knowledge is embedded in
physical artefacts such prototypes or other kinds of
inspirational material (Binder, 2007). Their reflective
conversations with the materials (Schön, 1992) are
especially evident in the practice of prototyping.
Physical prototyping have been used in participatory
design to support non-designers abilities for expressing
personal experiences in various projects. Notable of
these, and in relation to this project, are the UTOPIA
and Florence projects conducted in the 1980’s (Ehn,
1993). In these projects, much attention was paid to
supporting the ability of participants to express
themselves using their own language and their own
terminology, and through design-by-doing. Techniques
such as paper mock-ups or ‘cardboard computers’1 were
developed in order to create a platform for knowledge,
experiences and meanings that might be difficult to
articulate in a discussion. Whereas earlier dialoguebased methods forced the participants to use the
language of experts, reinforcing the already existing
values embedded in that language, these projects
connected the terminology to the practices that were
associated with it. By refocusing from ‘saying’ to
‘doing’, the emphasis shifted from verbalised and
‘surface’ knowledge towards tacit knowledge (Polanyi,
1966), which is embedded in our ways of acting in the
world.
Physical prototyping has become a standard tool in the
method pack of participatory design and co-design.
Most of the early participatory design projects were
situated in the work context in which the idea was to
involve people doing the work in the design of their
work tools and environments. In this case, the context is
approached from the perspective of patients while
focusing on the interplay of hospital work processes and
patients’ physical and mental needs.
Furthermore, we see the role of physical activities in
design processes go beyond the focus on ‘doing’. Here
we refer to the work of John Dewey (1934) and his
notion of artistic practice as a way of expressing
meaning. Following his view, art is seen as a way of
conveying meanings that are embodied and emotional
and artifacts created by artists are a language, albeit a
different one to spoken or written one. They are able to
communicate experiential meanings through interaction
with their audience. However, meanings do not emerge
from every object, only objects that are aesthetic and
artistic, i.e. when the parts form a whole that is
harmonious enough in their composition to bring out an
1
The relation between the title of this paper and Ehn & Kyng’s
“Cardboard Computers: Mocking-it-up or Hands-on the Future” is not
coincidental. At the time cardboard and paper were used as
prototyping material for IT systems and interface design.
experience. Even though these meanings might
sometimes be hard to translate into words, this type of
embodied meaning is no less a meaning than an
articulated one. Rylander (2011) relates this to the work
of designers as ‘language innovators’ whose aim is to
create objects that generate such experiences. What if
the notion of aesthetic experiences were extended to
refer to the experiences of participants in co-design
processes? By doing so, one would have to consider an
aesthetic dimension in addition to the pragmatic and
functional aspects of co-design. In order for this to take
place, the aesthetics of the co-design environment and
the materials used should be given sufficient attention.
Agger Eriksen (2012) suggests that materials used in codesign should not be handled as only parts of a method,
such as tools, sketches or prototypes but rather as
central agents that affect the results of the collaboration.
The assemblages of materials form a complex and
continuously shifting entity, which has an effect in the
dynamics of the co-design process. Building on
Goffman’s (1959) theatre metaphor, she suggests that
co-design should be seen as staging performances. Also
the environments guide the activities that take place in
them depending on where they are situated and what
meanings they do or do not embody. Marc Augé (1995)
uses the term “non-place” to describe temporary,
transience places that cannot be defined as relational,
historical and concerned with identity. These are
environments, such as unplanned wastelands, airports or
building sites, that do not prescribe meanings or social
relations, but can nevertheless become embedded with
them, turning from ‘non-spaces’ into ‘spaces’. He
describes an “uncertain charm” in the unfinished,
identity-less places and sees them as heirs to ancient
adventures, generating a feeling of ‘continuing
adventure’ and where things can happen.
TOWARDS A METHOD
The context for the project was a new hospital wing that
is planned for completion in the year 2016. More
specifically, the project scope addresses the designs of a
patient ward and a polyclinic2. The brief for the project
was to explore ways in which patient needs could be
more fully taken into account in the building design
process. In fact, the aim of the hospital was to place
patients in the centre of the activities done in the
hospital. We were asked to support them by creating a
method through which patient participation and
multidisciplinary collaboration could produce results
that can be utilized in the building planning. Our design
team consisted of a designer with background in
participatory design and co-design methods and a
designer with competencies in both set design and
interior design. For us, this case gave an opportunity to
explore the intersection between co-design methods and
set design in a real-world case. Our aim was to study
how the aesthetic and spatial understanding derived
2
We also organized a workshop for the design of a new operating
theatre, which is not included in this paper
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from the field of theatre and film could be utilized to
create an experiential workshop environment.
The first meetings were held when the architectural
planning process of the building was still in the early
phases. This allowed for the inclusion of co-design
workshops in the start of the design process before any
specific plans for the building were created. The first
decisions in the project related to the planning of a
series of workshops and adding of a clause in the
contract that required the architects to participate in the
workshops and to utilize the results in their planning. In
this way, the workshops allowed for the architects to
learn of the needs of patients before they started to
create the first drafts of the building. These aspects laid
the framing criteria for the project and guided the design
of the participatory method and the co-design
environment.
Traditionally, participation in the building project is
organized as a series of stakeholder meetings during
which architectural plans are discussed and commented
on. However, most patients and staff are not
experienced or educated in reading blueprints as they
require specific professional understanding. Thus
commenting is easily reduced to addressing individual
elements in the design, not the experiences these
elements will create as a composition. These types of
hearings also force the stakeholders to use language and
terminology they are not familiar with, further reducing
their possibilities for influencing the design outcomes.
We wanted to address these issues by creating a setting
in which the participants can share past experiences and
create ideas for desired hospital spaces without being
forced to use foreign terminology or unfamiliar
representations. This setting would allow for the
reflection of real experiences and quick
experimentations of spatial arrangements. Moreover, we
wanted to place emphasis on the aesthetics of the
workshop setting in order to make the workshops more
experiential. The aim was to create a learning
environment for engaging in a design practice that is
pragmatic as well as artistic in its nature.
Early on it was decided that we were going to work with
real-size elements. The reasoning behind this decision
came from the context of patient experiences in a
hospital. Even though hospital interactions can also be
modelled with miniature scale models, they do not
engage the whole body and were considered inadequate
when dealing with holistic patient experiences in
hospital spaces. A prototyping environment that
engages all senses allows for the participants to be
present as subjects within the environment instead of
trying to project their experiences on miniature
characters.
Figure 3: A 3D rendering
Workshop planning was done through meetings during
which participatory methods were discussed and
reflected on the set design. The main aim of these
sessions was to iteratively create a vision that would
combine the methods with set design. The discussions
did not center on methodological issues alone.
Inspiration was drawn widely from other areas such as
trends in hospital design and arts3. After the initial
meeting the workshop plans were further worked on and
discussed in subsequent meetings, first as 3Dvisualizations of the setting and later on as a miniature
scale model. These functioned as communication
devices between the team members and towards the
hospital staff, but also assisted when decisions were
made on the final forms of props, the layout of the space
and number of items needed in the workshop. Finally, a
few weeks before the workshops the set was constructed
and tested with other researchers from the university.
3
Figure 2: First drafts of the set-up
Of particular inspiration for the spatial setup was the movie
“Dogville” directed by Lars von Trier. The stripped film set proved to
us that the environment does not have to be strictly representational in
order to allow for experiences
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for the prototyping. We considered this type of setting
as ideal for sharing thoughts and ideas of intimate
experiences. The environment needed to have a private
and warm feel, while at the same time allowing for
practical work.
Figure 4: A scale model
DRAWING FROM SET DESIGN
Unlike when designing for scripted film or theatre, in
the cardboard hospital it would be impossible to exactly
predict the actions that would take place on the set. The
aim was to create an environment for exploration so it
needed to support practically anything that might come
up. The solution was to provide an open-ended
environment where meanings could be given and the set
modified concurrently. This guided set design and set
some restrictions for the materials.
The set for the cardboard hospital was built at the black
box theatre situated at the university. Much attention
was paid in choosing a place for the workshops, since
the place needed to have not only the basic practical
elements, but also an appropriate character for the
workshops. The idea was to create a setting that would
support exploratory and individual ways of acting and
doing things while being an aesthetically inspiring
environment for creative activity.
As a flexible theatre space with excellent technical
support the black box was perfect for the workshops.
The neutral coloured surroundings, flat and open floor
and the gridding around the whole space allowed the set
and the workplaces to be arranged as desired. The
acoustics at the black box are typically designed to be
excellent, so that the stage can be located anywhere.
This provided the workshops a great environment in
which even large groups could discuss, experiment and
build things at the same time without causing
excessively distracting noises. The lightning could be
built and adjusted for the needs of every workshop
individually. This also provided good conditions for the
video and photographic documentation of the
workshops4.
One challenge was what kinds of materials we wanted
to use in the workshop. The aim was to design a set of
human-size tools and props, which could be flexibly
used to build the surroundings needed. In smaller scale
prototyping and scale models the material consumption,
budget and things like material resolution are easier to
handle, but since the prototype was built in real size and
used in a relation to real actions it needed to be durable,
practical and easy to handle yet creative and well
finished. For fast and easy prototyping by people with
very different kinds of physical capabilities things
needed to be lightweight enough to be easily movable.
To be able to actually try things out, the structure also
had to be strong enough to support body weight in case
of e.g. sitting or standing on. Total expenses and the
way of recycling the elements after the prototyping were
also under consideration.
Rigid cardboard called Re-board was chosen to be the
main material for the structures. Even the biggest
elements like doorframes and big cubes could be easily
moved by one person because of its lightweight yet firm
quality. Since the built things would be given new
meanings during the prototyping activity, there needed
to be an easy way to point out what is being made. To
enable writing and drawing straight onto the material
the cardboard was laminated with a white glossy
surface. In this way all the surfaces could be drawn and
written on with a whiteboard marker and easily wiped
for re-naming or re-using. The material was completely
recyclable, so all the elements could eventually be
recycled as cardboard waste5.
The black box as a space has a very intimate feel due to
its acoustics and twilit, black surroundings. This was
considered an important factor when choosing a place
5
4
The documentation video for the cardboard hospital can be accessed
at https://vimeo.com/juhak/cardboardhospital
Most of the materials were stored and were later on used for smaller
scale prototyping workshops. At the time of writing, six months after
the workshops, they are still in a workable condition.
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Figure 5: Examples of props used
There were 7 types of cardboard elements: doors, boxes
of two sizes, walls, screens, signs and small screen-like
props6. All the parts were designed to respond the
measurements of everyday environments so that the
essential spaces, furniture, and props could be marked
with more or less real-size counterpart. For more spatial
feel there were six movable cardboard doorframes built
to mark the entering in and out from spaces. Besides the
cardboard, the toolkit had white tape and rope to attach
things together or mark larger areas by lining the floor.
For adding colour, texture or more organic shapes there
were some coloured quilts, pillows, fabrics and
beanbag-furniture available. For making and modifying
tools there was a tool-table with cutters, markers, iron
wire, extra re-board and few other materials. A guiding
principle in planning the props was that we should
ourselves be able to come up with at least five different
meanings for each piece.
from where it is easy to move towards trying out and
evaluating ideas on the spot. In this way, the set design
supports and inspires both envisioning activities in
future spaces and building the setup to match these
activities. The set design becomes a way of
communicating and inspiring, showing and telling, and
sharing stories and ideas in a creative way.
Figure 7: The set-up from above
4. WORKSHOP STRUCTURE
The cardboard hospital was built at during a two-week
period, during which it hosted three workshops. Two
patient-centered workshops (patient ward and
polyclinic) roughly followed the following structure.
Pre-workshop sensitizing task
Figure 6: Screen-like prop
The main elements were tested before the final order as
prototype-versions. According to these tests the bigger
cube shrank to 100cm height (from 120cm) for easier
handling and hand-sized holes were added to both sides.
Doorframes and their supports were widened for
stronger structure and supporters for the screen props
were made bigger to balance them better when standing.
In addition four bigger re-board walls were built into the
corners of the prototyping space. These corners formed
working areas with tables and seats while the walls
provided space to write and draw on. When moving
from talking to actual prototyping the corners with the
notes could be used as a part of the spatial models.
We received tens of photos embedded with rich
meanings. The contributions included images of summer
porches, forest views, cluttererd TV corners, New York
traffic signs and playful statues, to mention a few. The
photos placed emphasis on creating hospital spaces that
allow for everyday routines, set up shared rules for
behaviour, convey human emotions such as humor and
utilize color and composition to create aesthetic
environments.
The participants had been given a task a month before
the workshops in order to sensitize them for the task and
to collect material to be used in the workshops. They
were asked to take photographs of environments that
were important for them, both within and outside
hospitals. In addition, they were asked to answer a few
questions related to their choices. The resulting photos
and descriptions were printed as a deck of cards that
was used in the workshop. In this way the participants
had already thought about how their surroundings affect
their lives and we were able to tie their experiences in a
tangible form into the workshops.
Entering the workshop
As a whole the set design embodied the idea of moving
from saying towards doing. From our experience
workshops easily resort to verbal communication and
participants are often hesitant when it comes to physical
activity. In this setting, we created places for discussing
6
In addition to these, a couple of specialist healthcare devices were
modelled for the operating theatre workshop
The entrance to the space was through a cellar-like
foyer and a small door, after which the space opened up
to over ten meters high. We wanted to use this quality to
create an experiential first impression and to frame the
design challenge. Since an open, empty space might be
hard to start with, the doors were leading to ‘opening
sets’ designed to be something to begin with. Upon
entering, one first saw a composition framed by some of
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the props that resembled some of the forms found in
hospitals such as corridors or a lobby. This hinted at
ideas of what you actually could do with the pieces. The
participants were also invited to explore the space and
try moving, lifting or writing on the materials
themselves before the workshop commenced.
As facilitators, we did not want to present any rigid
proposals to start with. However, we did want to stage
the workshop space so that just through experiencing it,
one could get a feel of the general type of space that we
were designing for. So, for the patient ward workshop
we divided the space into two square-like areas along
the longitudinal side to resemble a space for ‘being in’
and when organizing for the polyclinic we created two
long sides to signify ‘walking through’ a process. As
said, these were not clear-cut propositions but rather
loose assemblages constructed with the material props
in the space that could be easily changed and modified.
Introduction to workshop activities
The workshop started with an introduction to the case,
aims, working methods and timetable. The workshop is
framed as early study into the patient needs and the
methods are explained sufficiently for the participants to
understand what is expected of them. The props and
their roles were described and demoed to the
participants. Special care was taken to to point out the
open-endedness of the material. To set the context, the
participating architects had a presentation about
inspirational hospital environments and design
solutions.
During the workshops the image cards gained new
meanings through exposure to other participants. For
example, a kitchen meant to convey orderliness came to
signify homeliness or routines of dining. By pointing out
images and explaining their meanings the participants
discussed and shared what they thought hospital
environments should look like.
After the general discussion the task moved towards
introducing a conceptual tool that allows for the
structuring of the discussion before moving towards
prototyping. For this purpose, in the polyclinic we
utilized the customer journey map onto which the
discussion could be framed. Together with the
participants we constructed and discussed each stage in
the journey both from the point-of-view of services
offered and the infrastructure in which services take
place.
Next we utilized the sensitizing cards to prioritize and
identify those environments that could support the ideas
and themes identified earlier. Several decks were spread
on the table and each group picked up six cards that
they felt were important in the design of the
environment. These were then placed on the wall and
identified with a theme. After this the participants were
asked to work by themselves for a while, familiarizing
themselves with the information that was created and
adding ideas on post-its to the wall.
Sharing and discussing the theme
After the introduction the participants were assigned
into two groups and given slightly differing tasks. Both
groups had to design for the same functions, but their
focus was different. For example, with the patient wards
the other group was designing for efficiency while the
other was focusing on the quality of the service. The
task started with a general discussion on the theme,
which was documented on the wall by the facilitator.
The aim was to identify central themes that the
participants consider important in their hospital
experience.
Figure 8: Discussing experiences in the workshop
Figure 9: Repurposing props
Building and testing prototypes
Initially the groups seemed at loss and not knowing how
they should begin. Encouraged by the example of a few,
the participants started to move the props in the space.
Materials were moved in spaces, repositioned and
discussed. The position of walls, door frames and boxes
started to suggest different meanings, from patient
rooms to nurses on duty. The groups diverged with some
working on a different part of the space while others
were finalizing other parts by writing or drawing on the
elements or refurbishing the rooms with canvases.
Discussions were held on how the spaces should
operate after which the elements were moved to
correspond accordingly.
Constructing a conceptual tool
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After a small pause the groups started to work on a
shared vision for their desired space. The architects
were asked to help draw an initial outline of how the
space could look. The group was asked to provide
pointers and comment on the drawing.
participants to create something new while being still
grounded in their everyday lives. From the activity that
we witnessed a few aspects supported the notion that the
set-up of the workshop space had an influence in the
way the participants collaborated during the workshops.
After the group had agreed on a general vision they
were asked to start prototyping the spaces with the
material available to them. They were instructed to
repurpose the props in any way they felt possible and to
write or draw on the props to signify the meanings of
the compositions. The facilitators guided the process by
asking questions and making suggestions, but largely
refrained from the building activity. This was done in
order to prompt the participants towards action instead
of doing things on their behalf. Slowly forms started to
emerge and the groups alternated between building the
environments and reflecting on how they worked.
Towards the end of the prototyping activity the group
guided others through the structures and explained their
functions.
Scale-wise, the set was designed to refer to our
everyday things to enable regular actions and building
the basic environments. Tables, chairs, beds, walls,
lamps, equipment and props could be size-wise
identified, but their forms were simplified and they did
not directly refer to anything particular. This guided the
participants to use the set creatively and flexibly to meet
the needs of their own particular plans and visions. By
choosing a visual style very different from our everyday
places we also helped people to set themselves out of
the familiar. The hospital environments have many
historical conventions according to which they are built
and arranged. By stripping the self-evident and obvious
from the elements we framed thinking from how-thingsare to how-things-ought-to-be. The props used in the
workshops were designed so that they could be
repurposed and combined according to different
functions that the participants had in mind.
.
Figure 10: Drawing on props
Sharing the results
During the last phase of the workshop the groups shared
their results via a walkthrough of the environment. The
participants explained to each other the decisions, ideas
and functions that they had created in the space. The
facilitators guided the discussion and prompted
questions regarding the solutions.
Documentation and reporting
After the workshops the results were documented and
photographed. They were collected in a report that is
circulated among the building team of the hospital. This
report presents the results and can be used later on in the
project to reflect on the building plans.
REFLECTION
The workshop setting was designed to allow for the
various interactions and tasks that we thought would
take place during co-design. The idea was to design for
activities beyond those directly related to task-oriented
collaboration and to consider the event as an experience
in itself from start to finish. As a main characteristic, we
wanted to allow for an experience that would inspire the
Figure 11: Detail of a patient ward
There were a few things brought in from the existing
hospital environments to the cardboard hospital. A
hospital bed, walking support and a wheelchair were
there for testing the interiors with real assistive devices.
What we learned is that bringing in too realistic things
seemed to frame thinking too much in existing solutions
in early design-phase workshops. This became obvious
during the patient ward workshop where the placing of
the hospital bed immediately became the centre focus of
one group. While the hospital bed certainly plays an
important role in patient rooms, placing it in too
prominent role early on could be seen as hindering the
emergence of other, more creative solutions. When we
removed the hospital bed from use in the second
workshop, the activities seemed to focus more on the
patient experience rather than where the bed should be
located. However, ‘anonymous’ and non-specialized
furniture that can be found in any interior such as chairs,
tables and benches worked fine when added to the
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cardboard prototype. It seemed important to maintain a
specific kind of visual concept through choices in
material substance, form and composition. Items that
break this concept can disrupt the mindset and guide
towards conventional solutions based on current set-up
of hospital spaces.
The resulting method can be seen as something between
a practical toolkit and a narrative stage design. The idea
was to build an environment for trying out the actions
taking place in the future hospital without being too
faithful to existing aesthetics. The visual concept of the
setting was inspired by the minimalistic and openendedness appearance of the black box theatre. As an
aesthetic environment the cardboard hospital situated
itself in a non-place, as it does not especially refer to
any specific place making it open for new meanings and
change through the interaction of the participants.
Although the space was recognizable as a generic
architectural construction, most of the visual elements
did not point towards a specific place or time. This
temporal and geographical ambiguity created a state
between times, which can make it easier for participants
to imagine alternative states of things. Like in a movie
or theatre, one has to be faithful to the era/style/genre
that is chosen not to break the illusion of the story
telling.
Similarly, the notion of non-spaces was adopted to the
set design as a concept of ‘non-things’; pieces of a set
that could be used in many different ways and named or
changed rapidly into another. Even though they hint at
possible functions, they do not embody ready meanings
or functions and could be repurposed by the
participants. During the workshops the props readily
assumed various meanings through being combined,
turned, stacked, drawn or written upon or taken apart.
They became ways for signifying experiences that
should be allowed by hospital spaces: aquariums or
fireplaces generating a feeling of homeliness, signs or
monitors for guiding behaviour or small enclosed spaces
for supporting patient privacy.
It was important that practically anything could be
marked or built and changed and rebuilt as the ideas
developed. The set invited itself as a tool to think and
experience the possible outcomes. It would not be a
ready-made as a solid settlement but a platform for
different developing different kinds of solutions.
Bringing in too realistic materials or things can break
this illusion and thus hinder early phase prototyping
when ideas are still developed freely. In this case, the
hospital bed was an element referring too strongly to
something that already exists. It wasn not a ‘non-thing’
or something where meanings could be created but a
thing with already defined specific meanings in today’s
hospital environment. As such it did not easily allow for
expressions of artistic practice: it did not invite drawing,
writing or modifying. Thus, a hospital bed stayed a
hospital bed form the start of the workshop to the end of
the workshop.
We believe that creating an aesthetic setting at this point
of the design process supports the emergence of creative
and artistic practices. In addition to creating conditions
in which needs from the user context can be discussed,
the setting needs to create conditions in which the
creativity of the participants can flourish. Thus, the
workshop setting has a dual role of framing and
inspiring the action. On the other hand the set design
guides behaviour and interactions within the workshop,
on the other it invites participation in an artistic practice
not as an outsider, but as a creator and a designer.
CONCLUSION
This paper describes a method that was developed for
prototyping hospital environments and services. It
builds on the notion of aesthetic experiences and codesign as artistic practice and aims to incorporate these
notions in the design of the workshop setting and
elements. From a research perspective the case was
done to explore the ways in which Dewey’s notion of
the aesthetic experience can be utilized when
conducting prototyping workshops. From the workshops
we learned that the focusing on thinking about the
aesthetics of the setting does have an effect in the
dynamics of the co-design activities by inviting the
participants to take part in artistic practices. We
introduce the notions of non-space and non-things to
point towards environments and objects which do not
point towards fixed or established meanings and are
open for reinterpretation.
From a design process perspective, the case could have
benefited from a possibility to extend the workshops to
continue along the building design process and to refine
the results gained from the first workshop. In this way
the cardboard hospital would follow the design process
and as a prototype gain more fidelity with each testing
phase. This would open the possibility for combining
the method with other existing evaluation methods such
as virtual simulations and test prototypes constructed of
wood panels. We also noticed, that people who
participated in several workshops quickly became more
competent and encouraged to use the props for
prototyping. Based on this observation, combining the
cardboard prototyping method with existing practices of
forming stakeholder panels in hospital development
processes would make sense. We suggest this as a
possibility for further studies.
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COLUMNS ON THE FINAL PAGE SHOULD BE OF EQUAL LENGTH
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DESIGN EXPERIMENTS WITH SOCIAL
MEDIA AND MUSEUM CONTENT IN
THE CONTEXT OF THE DISTRIBUTED
MUSEUM
DAGNY STUEDAHL
SARAH LOWE
NORWEGIAN UNIVERSITY OF LIFE SCIENCES
UNIVERSITY OF TENNESSEE
DAGNY.STUEDAHL@UMB.NO
SLOWE@UTK.EDU
ABSTRACT
The relationship of digital technology to museum
practices is a field that continues to grow and
acknowledge the potential of development.
Development that will require new understandings
related to museum content travelling across
contexts, participatory methods suitable to
designing digital technology into museum
communication and new forms of relationships
with visitors and citizens. In this paper we explore
the use of a small-scale prototype experiment as
the basis for exploring mobile social media based
practices related to the distributed museum within
the city. The design experiment is staged with
inspiration from critical design, in which design
thinking and cultural investigation are combined to
inquire upon the role social media can have for
extending the spaces of museum communication.
INTRODUCTION
Designing for the distributed museum requires noticing
the scales and dimensions that characterize the new
museum of the 21th century (Bautista & Balsamo
2011). These dimensions involve a continuum of
locations from fixed, physical and material locations to
digital locations in mobile and virtual spaces in addition
to the scaling between open and closed structures that
invite users into activities of access to content versus
content production (ibid). These new shift the
implications for structuring and redefining the nature of
the museum visitor experience. It also goes beyond
providing a more or less attractive medium for
presenting content (Macdonald 2007), into the design as
an implication for making museum content relevant
within a variety of public spaces.
For the purpose of addressing design experiments as a
means to explore the relationship between the
distributed museum and existing cultural practices of
social media, we will expand upon three different
challenges that have arisen as valid investigative needs
from observed outcomes of a design experiment. These
challenges include: content travelling across contexts,
participatory methods suitable to exploring mobile
social media participation, and sustainability of the
media involved – all of which we feel point to needed
critical design addressing the advancement of
communication practices of the distributed museum.
This is not to implicate only three potential challenges
to the future. Rather, that these are three of the most
valuable research directions that emerged from the
experiment highlighted in this paper as potential for
future design experiments exploring the communication
practices of the distributed museum. We contend that
this emphasis on discovering future needs from smallscale experiments is applicable across scenarios beyond
just this investigation.
INTRODUCING PARTICIPATORY DESIGN
APPROACHES TO THE DISTRIBUTED
MUSEUM
Several design-related perspectives have been proposed
in museum communication design to highlight the
social interaction and situated experiences that unfold
while using digital technologies during museum visits
(Brown et al. 2005, Vom Lehn et al. 2001, Galani &
Chalmers 2002, Economou 2004). Within fixed and
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located museum exhibitions, the physical nature and
material qualities, the sensory characteristics and
cultural identity of the site as well as the digital layers
of the virtual involved, are identified as assembling into
the situated context that has an impact on how a visitor
interprets an exhibit or a site. The social and material
aspects of such located museums exhibits are seen as
grounded in the experience of place and the lived
experience of the physical world in the museum, and
have been analyzed at the personal, social, cultural and
physical levels (Tuan 1977, Ciolfi & Bannon 2005,
Ciolfi & McLoughlin 2011). These categories are also
relevant for designing experiments for museum
communication that goes beyond the physical museum
involving mobile technologies to establish new forms of
social, personal and cultural encounters of the
distributed museum in physical locations.
Museum communication is in this way emerging
beyond historically known visitor relationships and
therefore in need of increased integration of
methodologies. This can be supported by designerly
inquiries (Cross 2001, Nelson & Stolterman 2003) into
these new relationships. If we understand design as a
uniquely human activity of inquiry and action research
(Stolterman 2008), investigations through design
experiments can provide a methodology for museums to
further develop their mission of engaging visitors with
contemporary communication practices. We see the
need for such connections to be further explored in the
everyday context of the city – and for the case we are
presenting here, in the context of interrupting the
communication in the city of today with content from
the past.
A broad scale of design methods (Sanders & Stappers
2008) address the need to understand everyday cultural
and social practices with digital technologies in
research-based design. Two approaches that have grown
out of the participatory design (PD) and co-design
experiments in Scandinavia, Design Labs and Living
Labs, are relevant for building a participatory
framework for design experiments related to mobile,
fluid, open and scaled spaces of the distributed museum
in a city context; ones that we have used as a framework
in exploring the variables of online participation with
museum content within a physical site outside the fixed
construct of a museum. The frameworks of a Design
Lab is that of a controlled environment for executing
prototype experiments (Binder & Brandt 2008) and as a
structuring tool for participatory enquiries in transparent
and delimited processes that are scalable (Binder 2007).
Whereas Living Labs framework (Følstad 2008, Näkki
& Antikainen 2008) are a means to establishing physical
or virtual spaces where stakeholders may co-create,
explore, experiment and evaluate (Schaffers et al., 2007,
Westerlund & Leminen, 2011) or agonistic spaces
where stakeholders meet to question and explore
possibilities (Björgvinsson, Ehn, Hillgren 2010). In the
context of museum innovation, the participatory
approach does lift up several noteworthy challenges and
ambiguities related to connecting museum content to
ongoing social innovations outside the museum. The
design experiment we describe below highlights such
methodological challenges.
These two lab approaches were combined as methods to
explore how distributed museum content can relate to
existing mobile social media practices in the context of
a city; allowing the design experiment as a provider of
democratic entry into museum innovation. Within this
framework, the social photo sharing app Instagram was
employed as a design probe (Mattelmäki 2006, Gaver et
al. 1999) and thus as a mediated platform for PD (Reyes
& Finken 2012) to explore variables of cultural and
social practices with mobile technology and
photosharing activities along the river. Therefore our
design experiment becomes an endeavor to critically
explore the practices of the distributed museum.This by
turning the question of participation around. Asking
how the distributed museum may participate in ongoing
communication practices of people within the city
instead of how people can participate in the museum.
MOBILE AND ONLINE MEDIA SHAPING THE
DISTRIBUTED MUSEUM
In museum design a central discussion revolves around
how digital media shapes the transformation of cultural
institutions. Central issues within the contemporary reconceptualization of museums as knowledge institutions
include efforts to build new relationships to society and
thereby relationships with the museum visitor (Vergo
1997, Davies 1998). A number of concepts are used to
define visitor roles in new museum encounters; the
integrative museum, the engaging museum, the
participatory museum or the social inclusive museum.
Contemporary explorations into the possibilities of
integrating social media and mobile technologies align
with these longer institutional transformative processes
in building visitor relationships. Social media is
embraced as a feature in the new museum, capable of
taking the conversations beyond the museum and
integrating multiple “voices” (Black 2010). While these
media provide multivocality and new forms of remediation, they also recast questions about control,
authority, ownership, voice and responsibility (Knell
2003, Russo et al 2008, Stuedahl & Smørdal 2011a,
Stuedahl 2011) as museums are ambivalent to practices
of computing (Parry 2007). New museum paradigms
related to digital technologies offer not only
opportunities for reimagining interactions within a
physical museum space, but allows for taking the
museum beyond the walls and grounds of its physical
location (van Mensch 2005) into a distributed space.
Handheld technologies have long been used for guiding
and giving access to additional information sources in
museum exhibitions (Aoki et al. 2001, Filippini-Fantoni
2008, Hsi 2008). Recently, mobile phones have been
embraced to enhance museum learning (Hsi 2002,
Walker 2008, Vavoula et al. 2009) to restructure,
contextualize and personalize a museum visit (Kahr-
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Højland 2011) or to enhance visitors co-compositional
activities of sharing photos across time (Konstantinos
2005, Stuedahl & Smørdal 2011 a &b). Some museums
are currently exploring smart phones, IPads and
augmented software and apps as mobile guides for
outdoor experiences to provide content from collections
and archives into new contexts, such as fairs and events
(e.g. Stejdelike museums ARtours), and as part of city
guides (e.g. Streetmuseum by Museum of London),
where images from the museum collections and
archives are showcased by way of GPS-coordinates.
QR-code based projects such as Decoding Art, where
QR-code plaques are attached to public art provides
examples of how museum content can be
technologically distributed to new situations of use
(piloted by Manchester Art Gallery).
Mobile phones have enabled amateur image making, or
“Photography 2.0” practices, to expand the dominant
museological narrative (Galani & Moschovi 2010).
Applications such as Tumblr, Instagram and Pinterest
have allowed museums to build new relationships with
online communities of interest through imagery
(Colquhoun & Galani 2013). Also, Instagram photo
taking has been defined as a new visitor practice in
exhibitions (Hillman, Weilenmann & Jungselius 2012)
while projects related to the photo sharing database
Flickr (Dalton 2010) or to online collection-based
projects explore the dynamics of social tagging and
folksonomies related to museums art collections (Trant
2009). This includes crowdsourcing actions of
correcting, contextualizing, complementing, co-curating
of photographic historical content that increase the
quality of museum collection (Oomen & Aroyo 2011,
Colquhoun and Galani forthcoming2013). While mobile
media provide opportunities to foster social connectivity
and re-encounter experiences beyond the museum walls
are welcomed, very few museums have explored these
as means to build sustainable visitor relationships
(Wasserman 2011).
While sustainable relations with visitors are part of
current crowdsourcing and community projects, these
projects mainly translate into participatory activities of
co-creation, contribution and collaboration (Simon
2010). There are few studies on what motivates visitors
in mobile, virtual communities and how the relationship
to museum content is established outside of museum
contexts. There is a growing need for design language
and methodological approaches (Wasserman 2011) for
ways that museum content may connect to one`s sense
of ongoing presence (Licoppe 2004) and relate to the
emerging conventions of interpersonal relationships
(Ling 2008) that mobile technologies provide.
The design experiment we report here is designed to
explore the aesthetical, cultural and social dynamics,
tensions and potentials that museums may meet when
integrating social photosharing applications within
distributed communication practices. In particular, when
museum content is staged for encounters within external
spaces by visitors who would not enter the physical
museum space. In our case museum content was
presented in an outdoor setting within the central city.
After a description of the design experiment using
Instagram, we describe three defined challenges
relevant to evolving the relationship between the
museum visitor relationships within a distributed
museum. This small-scale experiment and in-process
documentation illustrate the critical design thinking
needed beyond the core functionality of digital
technology to address what an experience of the
distributed museum may mean in the not too distant
future.
THE AKERSELVA DIGITALT PROJECT:
The Norwegian Museum for Science, Technology and
Medicine indexes the industrial heritage of Norway.
Together with the Oslo City Museum and Oslo City
Archive they embarked on a project entitled Akerselva
Digitalt with the objective of establishing an active
museum communication practice outside the museums–
more specifically, along the Akerselva river where the
buildings and sites that lie along its path are central to
the industrial history of Norway. A walk along this river
may potentially give insights and understanding of the
central cultural, economic and societal transformations
in Norwegian society over the past 150 years. The
museums have previously communicated this history by
arranging city walks, allowing access to online portals
with documented industrial history, published text
books and participated in cultural events along the river.
In the project, they have launched a mobile app that
gives 3G based access to location specific mp3-files.
Building upon this audio guide, the museum invited
researchers1 to explore how visitors can be involved
through a socially-driven mobile platform – and how
visitor contributions can be integrated in concert with
museum-produced content.
In investigating the challenges related to understanding
what kinds of mobilities and participatory activities
groups of users and visitors along the Akerselva River
may find meaningful, the research team developed an
approach that consisted of both a social-media
component and a physical installation within a codesign framework. The walkway along the river has the
characteristics of being a place for recreation, an
alternative road for walkers and bikers. While inside the
old factory buildings along the river have settled an
emerging creative industry and a variety of educational
activities. It was decided that a small-scale experiment,
an operable prototype, would allow for critical
reflection upon which a deeper set of research questions
could be developed to identify the strengths and
weaknesses of a socially-driven mobile platform in
order to then iterate subsequent prototypes (Brown
1
Researchers from InterMedia, University of Oslo related to
CONTACT project financed by The Research Council of Norway
2009 – 2013.
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2009) toward conceiving a new concept of museum
interactions along the Akerselva River.
THE DIGITAL DESIGN SET-UP: INSTAGRAM FOR
SOCIAL SHARING OF HISTORICAL MUSEUM
CONTENT
The social and cultural interaction probe of this
experiment used the photo sharing app. The applied
ethnography (Sander 2002) was based on characteristics
of probes as a means for explorative design (Mattelmäki
2008). The experiment invited Instagram-users to
participate in the experiment by means of selfdocumentation, suggesting reflection upon personal
context and perceptions to support the explorative
character of our project through social mobile
interactions along the river. We discovered that
Instagram had several photo streams related to the river
#akerselva, and that citizens seemed to share natural as
well as social and culinary experiences of their time
along the river. Therefore the first probe centered
around using the Instagram as a distribution channel for
historical images within these already established
mediated relationships. The images that were published
in the experiment were derived from the online and
open photo database oslobilder.no provided by the Oslo
Museum, and the portal industrimuseum.no provided by
the Norwegian Network for Industrial History. We
established an Instagram user called @akerselvadigital
to give people the ability to follow this stream of
archival photos.
reflections. Our choice of hashtags allowed for
conceptualizing of the museum content and mediated
the relationships between historical images and current
ongoing cultural and social activities in Instagram.
Together with the images the hashtags could provoke
and direct reflections directly onto historical issues.
Some photos were published with excerpts of the
museum text used in oslobilder.no, and some were
published with only one sentence of context for the
image in addition to a prompting question relating the
historical to the present day. One example is the photo
from the Seilduken factory from 1884 stating that 3040% of the industrial production workforce along the
Akerselva was executed by children. The prompting
question asked, “What do we use children for today?”
Figure 2: Photos from the archives published through Instagram
The photos were also published with the name of the
photographer, the year, the owner of the archive and the
digital source. All photos were tagged with the
#akerselva hashtag, and with clusters of hashtags that
drew attention to themes related to Akerselva history.
The themes could be place related, such as
“#seilduken”, one of the main factories – or they could
be related to an historical phenomena, such as
“#children work” or “#osloactivism,
#politicalprisoners, #russia, or more contemporary
themes such as “ #pussyriots, #mathallen (a new local
food hall), #akerselva, #brenneriveien, #vulkanoslo (the
burgeoning design community and environment for
creative industry in Oslo), or #teknisk museum”.
PHYSICAL INSTALLATIONS ALONG THE RIVER
WALK EVENT
Figure 1: @Akerselvadigitalt photo stream on Instagram
The decision to publish historical images was an
investigation into manners in which the museum content
could fit into ongoing cultural practices on Instagram.
Therefore, hashtags then became a semantic tool for
both outreach and a potential prompt to trigger historical
To observe how the situated use of Instagram may
connect museum content to a physical context in the
city, the design team arranged a physical installation
across three sites along the river to carry out the
experiment and obtain any observable empirical clues
on how social practice with historical content may play
out onsite. The goal of the physical set-up was to
explore a) visitors experience with the cultural
dynamics of Instagram related to place, and b) the
media-based dynamics of social following which we
will not focus on in this paper. It was decided to carry
out the installation as a performance activity at the
yearly riverwalk, or Elvelangs, that occurs on
21.September, the day of autumnal equinox. This event
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samples installations from artists, musicians and local
people living along the river with up to 3000 people
attending various parts of the 5-mile walk along the
river beginning around 8 in the evening and lasting until
11. It is a very stimulating performative evening in
which visitors young and old participate in various
cultural exhibits and performances along the river. This
seemed like an opportune time to set-up an engagement
activity capitalizing on the interest of people in the
environs of the river walk.
The three installation points were defined according to
the relevance of the content and the physical
accessibility in accordance to the number of people
taking part in the walk. Being a physical area for
pleasure and leisure time while at the same time having
multiple histories of working class, women’s history,
immigration, gentrification e.g., there was a need to
involve the relationship of content in selecting the exact
installation sites. Each addressed a theme derived from
historical narratives of the sites;
• women`s work related to the canvas factory
#Seilduken that today houses the Oslo National
Academy of Arts, Norway’s largest college of higher
education in the field of the arts
• cultural activities and musical activities in the area late
19th century, #Brenneriveien and #Blå a former textile
production facility that now serves as a locale for
concerts, art studios and a hip-hop youth club
• citizen activism located at Anker bridge
#osloaksjonisme, a site for many activism events like
the Hunger March in 1932 focusing on unemployment
and workers social conditions
•
Figure 3: One of the three installation points. iPads were available for
viewing the photo stream in real-time (left), with cards with text
prompts to encourage interactions by way of the QR codes.
Printouts were made of the Instagram photographs that
were published on the @akerselvadigital stream, scaled
200%, and marked with a QR code. These printouts
were then laminated for durability and strung at the
specific locations relevant to each theme. The QR-codes
on the lamented printouts linked users directly to the
Instagram stream, making an onsite connection between
the physical site where the event occurred and the
digital space being curated on Instagram.
Accompanying text and questions were intended as
trigger points for reflection over contradictions between
the past and now. In inviting river walkers to access by
way of QR-codes, we hoped to provide an incentive to
participate by adding their own photos or comments
stimulated by the prompting texts.
It became important to allow access by those who did
not carry a smartphone with Instagram. For this, IPADs
were wired and strung across at the three sites allowing
for the same access to the stream of photos from
@akerselvadigitalt. Therefore in each of the three
installation points there were 10-12 laminated historical
photos digitally-enhanced to replicate the Instagram
aesthetic strung across the space, an iPad allowing for
instant access to the @akerselvadigital stream on
Instagram and a researcher who acted as a silent
observer of the activity surrounding the activity.
AKERSELVA EXPERIMENT OBSERVATIONS
The installation was accessible during the entire three
hours of the riverwalk event and remained up for some
days after (minus the iPads), in the end gaining around
50-60 new followers to the @akerselvadigital stream on
Instagram. We found that the sites chosen for each
installation were important in regards to awareness,
attention and dwelling time. Sites with enough physical
space to dwell naturally gathered the most people.
People were intrigued by the blending of the historical
photos with instant snapshots from contemporary events
and situations at the riverwalk that were appearing
together in the Instagram feed. They made sense of the
text on the laminated photo-cards but did to a lesser
degree engage with the contemporary issues related to
the imaged phenomena – such as the prompting text
encouraged them to do. We got more comments and
likes on the published photos that had an open
description – while nobody answered prompting
questions or responded to the solicitation to contribute.
It also became clear that defining the features for
participation had to be explained differently for both the
digital and physical spaces. The physical translation of
Instagram photos into laminated cards seemed to require
more descriptive text and a clearer prompting to act than
the photos that were experienced within Instagram on
the mobile phone. The physical text had to be designed
with a clear idea of what kind of contribution people
could make that was relevant for their situated context
of the walk – and also how the user-made contributions
would land in the Instagram project within the museum
framework. People participating in the walk constantly
uploaded photos of installations and situations
experienced and hashtagged with #akerselva, making it
difficult to find ways to tune them into historical
reflections in this context. The solicitations articulated
in our Instagram entries did not work well in crossing
contexts between online and physical representations.
And it seemed that translating the Instagram photo and
hashtag texts into a physical form required another level
of prompting – a physical invitation which set out
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verbatim instructions on what the user was to do in the
interaction.
around or through them as part of a meditational
process. To this end we have identified key challenges
that have arisen as investigative directions as a result of
the Akerselva design experiment, challenges that in turn
suggest literacies needed in the design of museum
communication practices within a distributed museum.
PARTICIPATORY METHODS: EXPLORING MOBILE
SOCIAL MEDIA PARTICIPATION IN THE CITY
Figure 4: The most popular installation point of the three locations.
DESIGN EXPERIMENTS AS PATHS TO
FUTURE CHALLENGES
In assessing an outcome for participation along the
river, the social-sharing app of Instagram was chosen
over other relevant social-media options as it differs
from web-based hybrid databases such as Flickr, that
have been used in present museum, library and archive
commons-based projects (Colquhoun & Galani 2013).
In employing Instagram, we opened a space for a
participatory and experimental approach that examines
equally the layers of personal, social, cultural and
physical interactions with the Akerselva river. In this
way we used an interventional ethnographic approach to
establishing a design lab in a living context of the city.
The personal, social, cultural and physical aspects of
lived experiences during museum visits, explored in
earlier HCI and CSCW research (e.g. Ciolfi & Bannon
2005, Ciolfi & McLoughlin 2011) are quite relevant to
take notice of in setting up mobile design experiments
for the distributed museum. Theoretical investigations
into these levels of place-based experiences can lead to
frameworks through which the process of not only
questioning the context and intention is brought
forward, but also addresses the physical interaction with
museum content in the city as it relates to user
experience. Our design experiment gives some
indications on the role of content in locational
experiences related to the continuum between physical
place and online space that requires further exploration,
that meaning from social media-driven communication
platforms within the context of the distributed museum
are less about the devices themselves and more about
the social and cultural activities that are performed with,
Media-moderated communication is as much tied to a
place as anything, however there is a fundamental
change in how a sense of place is now experienced
(Malpas 2012) with help of technology. Such activities
are driven by cultural dynamics that can be described as
unstable at best. There is no valid prediction method for
determining what type of engagement will have lasting
legacies or what will exist as momentary blip on the
cultural landscape. In advancing the concept of the
Akerselva guide as a socially and culturally mediated,
spatial and temporal based experience, the project will
need to ask deeper questions of use, or intention and
outcome in order to determine the next appropriate
iterative path to follow. Intervening by adding museum
content in existing Instagram-streams, we define the
design probes as means for breaching activities for
exploring ongoing cultural practices by contradicting
them. These breaching interventions are inspired by the
breaching experiments introduced by Garfinkel and
Goffman where breaks into small, everyday rules are
used to understand the psychology of social systems. By
using a breaching approach to PD, the design team were
the participatory actors and the existing cultural
practices in Instagram was the established design space.
The breaching design action had to follow the rules of
Instagram publishing, liking and following – and could
therefore only exist as interventions that break with
ongoing cultural practices through the introduction of
thought provoking text that pointed to the historical
contradiction of the place. By turning around the
question of who participates in what in the design
experiment, we had to realize that the design space is
given – and we as designers had to think about ways we
can participate in the ongoing activities of imagery
creation and documentation activities within the city.
MUSEUM CONTENT ACROSS CONTEXTS: TENSIONS
BETWEEN THE SOCIAL CLASSIFICATION OF
COLLECTIVE MEMORY AND MUSEUM TAXONOMIES
In Instagram we encountered a challenge in translating
and connecting the institutional metadata with the
existing folksonomies that were connected to place in
Instagram. Mixing such social tagging and
folksonomies with the structured metadata of an
institutional classification system has become a major
discussion as institutional cultural memory content then
mixes with the social processes of online communities
(Trant 2009, Dalton 2010). Studies of museum crowdsourcing photography projects involving amateur photos
show that these forms of integration may transform the
authentic photos into curatorial frameworks, stripping
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the amateur imagery of its unique spontaneity and
subjective context (Galani & Moschovi 2010). In this
experiment we turned the question of museum
participation around, asking how museum content could
participate in the ongoing stream of amateur
photography practices on Instagram. It is in this turn,
the mixing of curatorial content into everyday amateur
content, that arises a potential challenge of the relevance
of existing practices of hashtagging and the relationship
of the hashtag to the user and thus the museum content.
In the river experiment, the choice of hashtags was a
strategic decision in that it should poignantly address
the specificity of place, while at the same time being
flexible to work as location unspecific designations
(Wasserman 2011) that could inspire reflections on
Instagram. Hashtags were also chosen to connect
historical photos to existing tags of contemporary
reference to connect pre-existing communities of users.
This was both an endeavor in connecting ongoing social
practices of place making in Instagram with historical
phenomena of the city and a connecting of interpretative
tags of historical photos to existing tags that connect
communities of users. A multifaceted structure of
hashtags provided focus on the types of interpretive
material the project hoped to receive from the users.
Ideally we would like people to contribute with
contemporary documentation photos mirroring the
historical photos - but realized that this required an
engaged community of followers that would contribute
independent of the physical event. This made us aware
of the power of the semantics, the hashtags and the
descriptive texts as well as the photos chosen from the
archive. In this way defining the features for
contributions required a design awareness that was
deeply informed by knowledge about everyday events
of the river.
distributed museum, the concerns of such sustainability
become multifaceted. Museums have been keenly aware
of sustainability for decades; knowing that a science
exhibit that once served for novel and curious
engagement for the visitor can slowly, or even quickly,
fade into a backdrop of jurassic structures, silently
calling out to be addressed when finances and time
allow. This is a continued evolution with the stakes even
higher as technology and social engagement advances at
a rate that can quickly outpace fiscal resources. The
2012 Mobile in Museums Study funded by the AAM
(Tallon 2012) cited the primary challenge in museums
with an established mobile platform as ‘keeping the
experience up to date.’ This can also be expanded to
include sustaining interest in maintaining the
relationships once the excitement of an initial launch is
executed and technology moves forward.
The currency of technologically mediated experiences
continues to rise with the convergence of platforms
accessible through mobile devices. Such experiences
have also been challenged by the potential open-ended
nature of the activity and the manner in which they can
come to be shaped through collaboration as well as the
reliance of the software for the outcome. These
experiences are often application-dependent in a world
where cultural practice very often privileges one form
over another. The livelihood of hardware can be
measured by sales whereas the livelihood of social
media is quite often measured in likes and clicks.
Without an ability to conduct analysis and critique of
underlying cultural relationships regarding
technological engagement, ones that can lead to
meaningful experiences and deeper understandings of
the use, content, and place actors at play within these
new communication platforms, fatigue of continual
participation requests and technology interactions may
be inevitable.
However, if we now consider this perspective from a
more intensive ethnographic study of the patterns of use
within the assignment of social-media hastags, and what
those patterns reveal as far as perception and
understanding of the subject, we may now begin to
cultivate a system of classification that could bridge the
gap of institutional metadata and the folksonomies
associated with social media consumption. This made us
aware of the need for preliminary ethnographic research
into the assignment and application of hastags, to be
able to provide prompts for the participation that could
provice insight into the associations that users make
with their interactions with archival content outside a
museum space The breaching experiments with design
probes seems for us to be a promising methodological
approach to capture the cultural dynamics of the
distributed museum through photosharing applications
for historical content.
Choices of application interaction, such as Instagram,
will continually need to be readdressed and re-evaluated
in order to make decisions leading to prudent use of the
technology in the quest to provide value and knowledge
as a viable outcome. The Akerselva experiment was
born from a query into methods of creating sustainable
relationships with museum visitors using social media.
However, in a world where social media is being used
to capture historical events in real-time, where it has
been documented that the world “loses 0.02% of its
culturally significant social media everyday” (Nelson &
Hany 2012), what becomes of content generated via
participation needs to be a vital part of the sustainability
conversation. It opens up larger questions of how
collective memory building will be housed, archived
and studied in the future context of a museum
collection.
SUSTAINABLE OUTCOMES AND LASTING LEGACIES
CONCLUSION
Sustainability practices remind us that we can’t
implement an outcome without being fully aware of its
technological shelf life. Within the sphere of the
Conducting experiments and explorative studies to
advance critical design research, validates the process as
a critical benchmark within the design process. This
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underscores the need for experiment-based outcomes to
be analyzed, critiqued and reflected upon. The multiple
levels of the distributed museum needs to be explored
beyond the historically well established practices of
museum exhibition design. This becomes especially
relevant in the advent of social media and mobile
communication, as these media cast around roles and
authorities related to museum content and historical
interpretations. The Akerselva Digitalt experiment
continues to explore the dynamics of Instagram
followers, by arranging interviews to get more directed
feedback.This may give us data that could lead to a
more empirical analysis of longitudinal user
experiences.
In framing an investigation into new forms of museum
communication practices within the context of a design
experiment, there can often exist preconceived notions
of the outcome. At times these notions are confirmed in
the concluding results or reflective analysis. However
the Akerselva experiment revealed to us that
experimenting with social and mobile media within city
spaces under the guise of the distributed museum needs
a longitudinal approach to be capable of analyzing users
experiences of this type of interaction. Social media
dynamics are based on collecting followers, a timebased technological function, making it difficult to
understand the ways interaction can take part in cultural
practices on a more sustainable level. Physical smallscale experimental installations can not only identify
immediate physical and socio-cultural parameters, but
also make apparent larger questions and investigations.
Our experiments indicate that museum images and texts
do have to be given a new form to advance museum
communication practices within technology-mediated
distributed museum. Using existing social media
applications as design probes may first introduce
involved museum practitioners as to how future
museum design processes can be set up and what kind
of outcome they might expect. Bringing methods of
living labs and design labs into museum design
experiments with mobile and social media requires a
clear articulation on how the museum content relates to
ongoing social and cultural practices of potential
visitors. This focus will be better served with an
expanded understanding of how a PD framework may
fit the practices of actors involved, how complexities of
semantic taxonomies involved include software and
institutional structures as well as peoples practices, and
that meaningful outcomes depend on creating
sustainable relations.. The development of critical
design approaches, ones that go beyond the novel
interaction between museum content and technology,
will influence the direction of museum communication
practices of the future distributed museum.
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PRINTED MATERIAL AND FABRIC
JUSSI MIKKONEN
SARI KIVIOJA
HELENA SUONSILTA
AALTO ARTS
AALTO ARTS
AALTO ARTS
JUSSI.MIKKONEN@AALTO.FI
SARI.KIVIOJA@AALTO.FI
HELENA.SUONSILTA@AALT
O.FI
REETTA MYLLYMÄKI
SANTERI VANHAKARTANO
AALTO ARTS
AALTO ARTS
REETTA.MYLLYMAKI@AALT
O.FI
SANTERI.VANHAKARTANO@
AALTO.FI
ABSTRACT
As wearables get more complex and closer to the
skin, so do the requirements for the packaging and
the placement of the electrical components. The
advent of 3D-printers and flexible printing
materials provide means of building fabric-like
structures. We tested a flexible material without
moving micro- or meso-structures, as the material
itself would be fabric-like. Tests were conducted
according to SFS-EN ISO 13934-1, suggesting
directions for using printable materials. In the end,
we created a corselet and a corset, along with a
connector suited for attaching various materials
together.
INTRODUCTION
Wearables have been developing over time, more
rapidly in the last few years. There have been
developments in usability and feel, starting from the
study in the wearability as conducted by Gemperle et al.
(1998), which basically showed that it is important to
understand the characteristics of the body, in order to
have a usable container. The forms and contours of the
proposed casings are possible to build with CNC and
vacu-forming, but also with the rapid manufacturing
methods. Even though these casings were intended to be
wearable, the focus was not on the textile itself.
The advent of rapid manufacturing methods gave new
possibilities to the development and the concept of
textile itself. The key interest areas for using rapid
manufactured textiles are seen as “high-performance
textile market and the smart of intelligent textile
market”, as explained by G. A. Bingham et al (2007).
The paper also suggested that such structures could be
designed to house the electric components.
Form giving using 3D-printers has already found a way
to fashion industry, as originally used by Freedom of
Creation, and more recently Iris van Herpen, to name a
few. There are even printed bikinis already the on sale
by Continuum, getting even closer to the skin. These
approaches are based on rigid micro- or mesostructures, where the textile-like behaviour is achieved
by using chain-mail like structures, or otherwise flexible
movement created with rigid components achieved with
SLS rapid manufacturing. On the other hand, Bickel et
al. (2010) have used 3D-printed materials to create
controlled deformation behaviour in a shoe.
As mentioned earlier, there has been a strong indication
of the electronics to be very much closer to the surface,
I.e. Skin or clothing fabric of the user. There are for
example button casings by Hännikäinen et al. (2005),
which are attached loosely on the surface, sewable
constructs by Buechley (2008) and flexible circuits for
having them directly at the surface as demonstrated by
Linz (2008), and even wearable systems that withstand
water and can be washed have been presented by IsoKetola et al.(2005). The ways of integrating functional
circuitry to a garment vary from being housed in a
clearly external casing, to sewing it as a part of the
fabric.
It would seem that there is room for a lot of interesting
combinations of 3D-printing and fabrics, and for that
end, naturally flexible materials and some practical
examples that are easy to adapt should be explored. By
having a 3D-printed material as a relatively equal
substitute to a fabric, the possibilities for prototyping
and development might be increased. This might allow
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the design of the electrically functional parts to be more
intimately integrated to the design of the garment, thus
removing the artificial feeling of the material. It would
also have the added benefit of enabling the use of
traditional garment design methods, where the pattern
and clothes designer can use the same skills as with
fabric.
something with a large surface area. There is also a
material that is suitable for medical use, but is
impractical for the purposes of the test, as it is rigid and
impractically hard if printed as solid blocks. Since the
flexible material can be covered with actual fabric if
needed, the chemical properties were not seen as
inhibiting factor.
Having a goal of standardised approach on wearable
development, the very first steps that are needed, is to
understand the material properties and the behaviour of
the printable material. For this end, we propose that the
materials should be evaluated as they would be fabrics,
and built with as such.
ON MATERIALS AND PRODUCTION
Even as the 3D-printer, or rapid manufacturing machine
is a device capable of constructing three dimensional
objects, even hollow or arbitrary ones, we chose to start
with flat, thin pieces resembling fabric. There are
different ways of operation for the 3D-printers, but with
the inkjet-based printing one can create naturally soft
and flexible materials. This means, that the produced
material is similar to soft rubber, if it would be printed
out as a homogenous block.
Objet Connex 350 3D-printer was used to print out
different test samples, as it has possibility for a variety
of material qualities. The maximal printing volume is
roughly a cube of 35cm x 35cm x 20 cm. The printer
can print one or two materials, along with support
material at the same time. There is a possibility to use
digital materials, which are a mixture of two materials, a
hard nylon-like called VeroWhite+ and a soft rubberlike, called TangoBlack+. The material mixtures vary
by having different Shore values, flexibility, and a
colour as a byproduct. The material that was chosen for
the test was the TangoBlack+, which is the most flexible
material, and therefore seen as the most similar to fabric
in general. As it is also used in a variety of material
mixtures, it provides a good base for future
comparisons.
The surface quality of the material being printed can be
selected as glossy or matt. With a glossy surface, the
printed object appears to be much stronger than similar
object with a matt surface, as verified with manual
testing and discussing with the printer manufacturer.
One distinct characteristic of the glossy finish is the
selectiveness: only the top surface of the object being
printed is glossy. It is not uniform on all sides and
therefore not suitable for the tests. There were no other
limitations for the usage of the glossy finish that we
could see, but chose to use matt for its uniform result.
The chemical properties are also very important, but
were seen as less relevant as a starting point. Materials
are intended for hand held prototypes anyway, and thus
can have brief skin contact. On the other hand, the
surface area of the hand is very small compared to the
body and garments are worn for longer periods of time,
and therefore caution should be taken when using
Figure 1. Preliminary samples
The material is printed with inkjet printheads, and cured
with UV radiation. This creates distinct patterns which,
by visual inspection, would appear to have an effect on
the properties of the object. As the moving inkjet heads
deposits the material, stripes and layers parallel to the
direction of movement of the print heads are formed.
The layered structure forms the overall object, and
suggests directional differences in durability. In order to
get an estimate before printing, a set of preliminary
samples were printed. There were some differences that
are visible at the surface, as seen in the Figure 1, when
the light reflects from the surface. The samples were
printed as having a matt surface, and thus were covered
with support material from all sides during print. The
size of the samples was roughly 10cm x 10cm x 3mm
patches, with a variable pattern of parallel holes.
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The preliminary samples were visibly different in
outlook. Depending on the print direction, the outside
surface appeared either smooth or fuzzy and the printing
direction was clearly visible in some samples. Judging
from the samples, it appeared that there was a
considerable difference in the output quality of the
different printing directions.
Since the samples were varied in quality, it was decided
that all possible configurations should be tested in order
to find out what kind of differences there were in the
physical durability, feel and outlook.
TESTING TENSILE STRENGTH
As textiles in clothing are prone to forces when the
wearer moves, it was decided that the pieces should be
tested according to standardised methods. We also
chose to test the material with textile methods to see
how well it behaves "as a textile". As such, we chose to
use standardised methods to determine the elongation
and the breakage force of the materials under
inspection. It was seen important to have a reproducible
and unambiguous measurement method, and as such
could provide additional insight by suggesting
requirements for the durability of built-in electronics.
MATERIAL PREPARATION
Although we wanted to test all possible printing
directions, the dimensions of the machine restricted
some. As the standard requires at least 20cm long
samples, the printer was unable to print samples when it
would be built straight upwards. Otherwise there
weren’t any issues, and samples were built using matt
surface for uniform surface quality. The material
samples were 3mm thick, 20cm long and 5 cm wide,
with a square weight of 223g/m^2. The thickness should
also accommodate placement of simple sensors, thin
circuits and flexible circuit boards, for future work.
There were three different separate patterns: with
parallel holes, orthogonal holes and a plain, solid piece.
The dimensions of the holes were the same in all
samples: 12.5mm long and 2mm wide, rounded
rectangles. The holes were placed in a symmetrically
tiled pattern. Since all patterns were tested in all
possible print directions, there were four layers for the
printing directions, with three patterns for each layer.
ABOUT THE TEST
In order to determine the breakage force and elongation
before breakage, the SFS-EN ISO 13934-1 was used.
While it is not recommended to be used for anything
else than somewhat non-elastic materials, there are no
explicit restrictions for that. Since we wanted to test the
material as a fabric, the method was accepted as a good
starting point, especially since there was no prior work
to be found.
The standard consists of stretching the fabric sample,
until it rips apart or otherwise breaks. During the
stretching and breaking, the forces pulling the sample
apart are measured. The samples are attached with one
sample-wide-clamp at each end, which hold it in place
by squeeze on both ends. The tests are repeated with at
least six similarly prepared samples, first of which will
be used for calibrating and setting the system.
According to the standard, the fabric should be tested
separately by stretching it from two directions: parallel
and orthogonal to the yarns it has been constructed with.
Since there are no yarn directions in printed materials,
we decided to create the artificial holes and to test all
possible combinations. We counted six directions of
printing, and decided to have the artificial holes as
parallel and as orthogonal. Before testing, all samples
are held in constant conditions for 24h.
For the test, measured distance was set to 100mm,
stretching speed to 100mm/min and the initial load to
0N. The tests were conducted at Tampere Polytechnic
textile laboratory, using Zweigle-machinery. The test
setup, with a sample under test, is shown in figure 2.
Figure 2. Sample under test
Each pattern was printed 5+1 times, as required by
the standard. One sample was used to calibrate the
system for each individual pattern-layer combination,
and five samples were tested to get a variety of results.
Total of 72 samples were printed for tests. The layers
were labeled A, B, C and D. “A” is the most used and
the default placement in the software, flat on the surface
and parallel to the movement of the printhead. “B” is
otherwise the same, but orthogonal to the printhead
movement. “C” is standing one side with the wide side
up, again parallel to the printhead movement. Finally,
“D” is similar to “C”, but orthogonal regarding the
movement. The ends of a set of samples are shown in
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Figures 3. to 5., where the plain samples, orthogonal
and parallel are shown, respectively.
like soft, non-polished rubber, without any remarkable
characteristics.
RESULTS FROM THE TEST
In general, the samples with orthogonal holes were
the weakest, with breakage values around 9.4 Newtons.
The samples with the parallel holes had over four times
the strength, breaking on average at 42 N. The strongest
samples were the plain ones, with an average
withstanding a force of 60 N. The strength results are
summarized in table 1, and elongation in table 2.
Table 1. Strength of the samples
Figure 3. Outcome of four different print directions on plain pieces
A
Orthogonal
Parallel
Plain
Avg[N]
9,3 ± 0,2
41,8 ± 1,2
65,7 ± 7,3
%
2,1
2,9
11,1
Avg[N]
9,1 ± 0,3
38,5 ± 1,4
65,7 ± 5,0
%
3,8
3,7
7,6
Avg[N]
9,5 ± 0,4
42,3 ± 1,5
54,9 ± 4,7
%
4,6
3,6
8,6
Avg[N]
9,5 ± 0,3
44,2 ± 2,6
53,3 ± 10,3
%
3,0
5,8
19,3
B
C
D
Figure 4. Outcome of four different print directions on orthogonally
patterned pieces
Figure 5. Outcome of four different print directions on parallel
patterned pieces
The plain test samples were the most durable. Layers
“A” and “B” were somewhat more durable, with values
of 65.7 N, than the “C” and “D”, with values between
53.3 N to 54.9 N. The layer “B” had the most even
distribution with 7.6% variability, and the “D” layer had
the most varied, with 19.3%. The elongation of the
samples were greater with “A” and “B”, between 124.3
- 124.7 mm, than “C” and “D”, between 103.0 - 105.1
mm.
The parallel test samples, regardless of the printing
direction, were very similar in breakage force. They
vary between 38.5 - 44.2N, with “B” having the weakest
value, and the “D” with the strongest. The variation of
the results was smallest with “A” at 2.9%, and the
greatest with “D”, at 5.8%. The elongation of the
samples varies from 108.4mm with “B” to 126.9 mm
with “C”. Most varied is the “D” with the variability of
6.2%, and most constant with “A”, with a variability of
2.6%.
The differences in the print direction are most visible
in the orthogonally striped samples. The “C” and “D”
directions are considerably fuzzier than the “A” and
“B”. The surfaces of the “C” and “D” samples are also
much softer to touch, almost suede-like. The others feel
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Table 2. Elongation of the samples
A
Orthogonal
Parallel
Plain
Avg[mm]
186,5 ± 3,5
117,4 ± 3,0
124,7 ± 15,9
%
1,9
2,6
12,7
Avg[mm]
181,6 ± 4,0
108,4 ± 4,7
124,3 ± 13,1
%
2,2
4,4
10,5
Avg[mm]
184,0 ± 3,9
126,9 ± 4,9
105,1 ± 11,7
%
2,1
3,9
11,2
Avg[mm]
172,8 ± 6,8
121,8 ± 7,6
103,0 ± 24,7
%
3,9
6,2
24,0
B
C
Figure 7. Plain “A” samples
D
The orthogonal test samples were also very similar
on different printing directions, with the values ranging
from 9.1 N to 9.5 N. The results were most varied with
samples from direction “C”, with 4.6%, but least varied
with “A”, at 2.1%. The “A” had also the greatest
elongation before break, at 186.5mm. The smallest was
with “D”, at 172.8mm. Least variability was at direction
“A”, at 1.9% and the most with “D” at 3.9%.
The graph plotted during the test displays the
elongation as a function of force. All three similar
sample sets with different print directions exhibit
similar characteristics, although there were minor
differences. Graph of the test for direction “A” with
parallel holes was shown in Figure 6, plain ones in
Figure 7, and the orthogonal holes in Figure 8. It should
be noted, that the parallel and plain samples exhibit
abrupt behavior for breakage, but with the orthogonal
one the breakage event takes a longer. While comparing
the graphs to the numerical values, it can be verified
that the orthogonal holes were most consistent in
behavior.
Figure 8. “A” samples with orthogonal holes
By visual inspection, with orthogonal samples,
printing direction “A” had three of the samples broken
from more than one line of holes, with very neat breaks.
Only one of them had a rip elsewhere other than the
breaking point. In general “B” was cut in the most
controlled fashion, with just one or two lines of holes
broken and only one that had a small rip not in the
locality of the breakage point. The breakpoints however,
exhibited small dents at the points of breaking. Level
“C” had only two one line breaks, and the breakage
points resembled small dents. With “D”, the rips were
very random, and the breaking points were large dents.
Typical breakage can be seen at figure 9.
The parallel samples were cut almost always either
diagonally or in V shape, as shown in figure 10. There
were few instances were the sample was cut at the very
end, against the clamp, producing a straight line. The
visual outlook between different printing directions with
parallel samples was minimal.
Finally, in Figure 11, there can be seen a very typical
breakage point of a plain sample. These were very
uniform with the visual inspection, although there were
a few samples that had been cut against the clamp.
Similar to parallel ones, there weren’t any major
differences in the breakage between the directions.
Figure 6. “A” set with parallel holes.
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ANALYSIS
Figure 9. Typical orthogonal breakage
According to the data we collected, the sample set
"A", printed with sample direction parallel to the printhead movement, was the most uniform regarding the
strength and the elongation, and should be used when
designing garments.
Introduction of the holes to the material created
consistency in the behavior due to more uniform
elongation, but weakened it noticeably. With parallel
holes, the material was similar in durability to plain
samples, when stretched at the direction of the samples.
By sacrificing a small amount in breakage force for
pattern, uniform behavior and material breathability
could be achieved. If there would be a need for
controlled expansion, or to set a limit for the durability,
then a pattern could be designed specifically for that.
Furthermore, materials with directional holes seem to
have their macro-level behavior similar to knitted
fabrics, being that they stretch considerably more to one
direction, and much less to another.
The plain samples were the most durable, but lacked
in flexibility. In this form, the material behaves a bit like
woven textile, with very little elongation to any
direction. Another problem was the solid surface, which
does not allow any air exchange. The samples might be
made thinner by using glossy finish, if the same
durability would be needed.
Figure 10. Typical parallel sample breakage
Figure 12. 3D-printed connector as a functional part of a garment
MAKING GARMENTS AND ACCESSORY
Figure 11. Typical plain sample breakage
In order to test the suitability of the printed material
in full garment creation, corsets and corselets [13] were
designed using traditional pattern drawing methods. As
they were seen as the most difficult to get correctly
close to skin and fit, they were chosen as a reference. To
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experiment with the usage of the material with textiles,
we designed a 3D-printable connector and started by
creating a soft fabric corselet, as shown in Figure 12.
As seen, the connector was initially attached by
sewing it directly to the fabric with a direct stitch. Due
to the softness, the material in the 3D-printed connector
tends to rip from the ends, where the sewing edges are.
To overcome this, we partially re-designed the
connector for attaching different textiles together. In
order to have more uniform approach, we decided to
have the locking mechanism as generic and common to
all uses, and the rest of the connector specific for
different uses. For the fully printed garment, connectors
would be integrated to the materials, as it allows
seamless connectivity.
Since manual sewing tends to be time-consuming, a
button-like version was made. While possible to be
sewn by hand, it was intended to be attached with the
button stitching machines. The button-stitchable
connector was created by having a normal button as a
starting point, to have as little changes to the existing
methods as possible. Decorative function was seen as
secondary, as this was the first time creating such
objects. Utilising a cardboard mock-up and the 3Dprinted connector mechanism, the final connector was
developed. All parts involved in the process are shown
in Figure 13, along with the printed connector. As
intended for the automatic stitching machine, the
connector being stitched to a fabric can be seen in
Figure 14. The connector was also utilized as a part of a
smaller accessory, and was used in a bracelet, an
underside of which is shown in figure 15.
Figure 14. Attaching the connector with a machine
Figure 15: Bracelet with fabric and printed connector
Figure 13. Connector development
In order to see the suitability for full 3D-printed
corset, we started by creating the patterns by hand. The
individual pattern pieces were then taken to Rhino in a
digital form. The biggest problem was the adjustment
seam, but it was decided that it would be compensated
directly with the placement of the connectors. The
corset pieces were filled with the same pattern as the
orthogonal samples, and as per our test findings, would
allow for small amounts of movement and deformation
without breaking.
As corsets normally have bones that give the garment
its distinctive shape, we chose to utilize and interpret it
as means to attach the pieces together. We used the
connector seamlessly integrated to the material for
attaching the pieces. Although bones usually are within
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the length of the corset, we decided to split them to
smaller pieces to overcome problems of the curves in
the body and to allow the flexibility to be utilized, and
to see how the material seams behave. The constructed
full corset can be seen in Figure 16. The material in the
body was flexible even in the meso- and micro-level,
although the connectors were made from hard, nonflexible materials.
While the fully printed corset was a good fit towards
the mannequin body, it was quite heavy. This eventually
caused the some breakages while assembling.
Surprisingly, the material appeared to behave in brittle
manner if bent too much, something that could not be
seen in the standardized test we chose to use. The corset
on the other hand, does stretch and move slightly,
following the findings from the test. If the material was
kept close to the 3D-printed shape, it kept the stretchy
property without being brittle. This should be noted
more while designing garments, and can be avoided by
changing the surface quality to glossy, as it strengthens
the material. Finally, using the connector and the button
structure, 3D-printed parts can be attached to textile
parts interchangeably, as can also different materials be
used for the printing. One such example can be seen on
Figure 17, where a transparent soft material corset piece
has been connected to a textile piece.
Figure 17. Textile and 3D-printed piece
DISCUSSION
Figure 16. The full corset printed with flexible materials
The 3D-printed flexible materials can be seen as
usable, fabric-like material, even without complex
micro- or meso-structures creating the feeling of
flexibility. It might be made thinner by using the glossy
finish, and suggests a direction for future work. Due to
the fundamental nature of this work, we chose to test the
material as homogenously as possible. The standard we
used gave us directions for evaluating flexible 3Dprinted materials, and in overall the process seems to
give new possibilities for getting closer to the skin, by
allowing it to be seen as a fabric.
To demonstrate the applicability, a functional
garment was printed and built, using a combination of
flexible materials and rigid connectors.
Further work is needed to probe the possibilities and
methods for connecting the material to the fabric, and
evaluate how it alters the durability, behavior and feel of
the overall construct. There are also a lot of interesting
possibilities in taking the aesthetic qualities into the
design: 3D-printed shapes are not constrained to any
specific shape, other than for functional requirements.
Wearable electronics should be further explored,
embedding them to the materials, and as the material
behaves like a fabric, we have the benefit of co-creating
with traditional pattern creation methods.
ACKNOWLEDGEMENTS
We would like to thank our functional textiles team,
which has naturally evolved around this thematic area.
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REFERENCES
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conference on Human factors in computing
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Karhu, H., Malmivaara, M. and Vanhala, J. 2005.
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pukeutumisen sanakirja", Otavan Kirjapaino Oy,
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2005, "Embroidering electrical interconnects with
conductive yarn for the integration of flexible
electronic modules into fabric", ISWC, pp.86-89,
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Computers (ISWC'05)
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fabrics - Part 1: Determination of maximum force
and elongation at maximum force using the strip
method, 1999
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ets/ , cited 27.1.2012
COLUMNS ON THE FINAL PAGE SHOULD BE OF EQUAL LENGTH
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A FORAY INTO NOT-QUITE
COMPANION SPECIES: DESIGN
EXPERIMENTS WITH URBANANIMALS AS SIGNIFICANT OTHERS
TAU ULV LENSKJOLD & LI JÖNSSON
THE ROYAL DANISH ACADEMY OF FINE ARTS,
SCHOOL OF DESIGN
TUL@KADK.DK
LJO@KADK.DK
ABSTRACT
This paper examines the project, Urban Animals
and Us, as a journey - or foray - into the ‘terrain
vague’ between people and (other) animals with
whom we share urban space. Through three design
experiments developed around speculative
prototypes and co-design tools, we attempt to bring
’wild’ urban animals - like magpies and gulls into
contact with the residents of a senior retirement
home, to explore what new practices can arise
between, otherwise, unconnected life-worlds. We
expand the notion of companion species from
philosopher of science Donna Haraway and begin
to position the current project within a growing
interest in animals in contemporary design
research. Through analysis of the design
experiments and the subsequent discussion, we
argue, that a foray into interspecies relations, can
inform the practical research agenda, and, help to
re-articulate the dominant anthropocentricity of
design research.
INTRODUCTION
Recently, domesticated animals, like sheep, dogs and
pigs seem to be enjoying new attention from several
anthropologists and design researchers around the world
(Mancini 2011, Haraway 2003, 2008, Tsing 2012). We
might attribute this development to the increasingly
expanding notion of design, and the adventurous desire
to extend design research into new areas of the
sociocultural or natural domains. While most of the
research projects analysed in this paper maintain a close
affinity to technoscience, they almost univocally depict
animals, as what American feminist, biologist and
philosopher of science, Donna Haraway (2003, 2008)
has called a companion species. This paper seeks to
expand on the concurrent notion of companion species
by proposing a category of familiar animals in an urban
context, that not-quiet fits the interspecies dependencies
we would attribute to significant others. Or, to be more
precise, the precarious potentiality of new relations
between animals and humans that raises significant new
questions regarding the predominant anthropocentricity
in design and design research.
Importantly, these design experiments do not aim to
eradicate the human perspective. Rather, it is an attempt
to investigate the possibility of a pluralisation of
perspectives in design by insisting on placing human
and animal actors as equally capable of action. Hence,
we aim to expand the horizon of how and whom we
design with and include into the design process. As an
exploration of what decentralization of the human
perspectives in design might entail, we explore the
notion of foray1 through our current design research
project Urban Animals and Us (UA & Us). The term is
1
The title of this paper is, unsurprisingly, meant to resonate with
Uexkull’s notion of foray, as it mimics the title of his booklet: Foray
into the Worlds of Animals and Humans (2010)
1
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appropriated from experimental biologist Jacob von
Uexküll, and developed in the paper as an investigative
approach that combines tools and formats from the field
of co-design, with a speculative approach by which
design prototypes are used as means to explore worlds
that lie beyond our direct access.
In the paper we first give an overview over animals and
experimental design research that we then relate and
expand to the notion of not-quite companion species.
We continue by describing how the UA & Us project
access speculation along with specific co-design tools as
a methodological bricolage. In the case section of the
paper, we expand the theoretical underpinnings by
providing evidence of the design experiments in the
field. Here, our designerly research agenda has been to
conceptualise the neighbourhood in the Danish city of
Helsingør as an urban ecology that we co-inhabit with
many different species. Through a set of three practical
design experimentations developed in close dialogue
with four collaborators, we explore questions such as;
how do we take a not-quite companion species
perspective into account? And, in the forming of new
interspecies behaviours, how do we foster relationships
that enable communication among species? We
continue by giving a more detailed description of the
first experiment as an unfolding of a foray into other
relations between humans and birds. In the final section
we conclude by relating the case to a larger set of issues
of ecological changes in order to show how attempts to
make a pluralisation of perspectives can provide a
productive alternative starting point for design.
ANIMALS & EXPERIMENTAL DESIGN
RESEARCH
Pigs and other domesticated animals make up a
surprisingly ubiquitous source of material in the
industrialised production of designed goods, whereas
animals in general, seem to occupy a limited space in
design discourse.
Figure 1: Christien Meindertsma’s “PIG 05049” is mapping the
animal through skin, bones, meat, organs, blood, fat, brains, hoofs,
hair and tail becoming human-centred products.
In the book project “PIG 05049” Dutch designer
Christien Meindertsma makes this abundantly clear by
tracing the corporal remains of pig no. 05049 from a pig
farm in Rotterdam to, no less than, 185 products ranging
from food to porcelain and ammunition2.
Similarly, a mapping of the historical role and
significance attributed to animals in design research
could undoubtedly be of significant value, but lies
beyond the scope of this paper. In the following section
we will instead attempt to position UA & Us in relation
to a disciplinary initiative and two experimental
research projects, in order to elucidate shared focal
points of what perhaps could be viewed as a new
disciplinary interest in animals, in the making.
ANIMAL MANIFESTO
In 2011 a group of researchers from the humancomputer interaction community (HCI) published an
animal-computer interaction (ACI) manifesto in the
ACM Interactions journal (Mancini 2011). Some of the
central questions for a new research agenda proposed in
the manifesto are: (i) how do we involve animals in a
design process, and (ii) how can we develop a usercentred design approach towards animals? Other
questions are: (iii) how can we elicit requirements from
nonhuman users and (iv) with what criteria do we
evaluate the technologies we develop for animals?
To a large extend these questions are mirrored by the
interests put forth in UA & Us - there are however,
differences. Perhaps this is most evident in the questions
of evaluation of technologies developed for animals and
the categorisation of non-human animals as ‘users’. The
objective here seems to be in line with the main stray of
human-computer interaction research, with the primary
difference being the substitution of humans with
animals. The central mechanisms of a teleological
design protocol is continued, albeit now with a new
series of challenges pertaining to difficulties in gaining
access to the requirements seen from an animal
perspective. In a roadmap presented on their blog3, the
ACI special interest group, among other things, suggests
that collaboration with other established science
disciplines such as ethology, behavioural medicine and
animal psychology could be one way of gaining
knowledge about animals. While it certainly seems like
a sound projection of a feasible development, it also
falls inside the well-trodden disciplinary bounds of HCI
research.
We make a point of this, because it marks a divergence
with respect to the experimental approach we propose in
UA & Us. The gulls and crows, as significant others, are
not perceived as non-human users for which we have
located a specific problem to be met through means of
design and technology. Rather, they are primarily coconstituents of a common urban context surrounding the
2
http://www.designboom.com/design/christien-meindertsma-pig05049-book/
3
The authors of the manifesto has since formed a research blog
spearheaded by a ACI special interest group. The members are mainly
researchers affiliated with departments of computer science and
interactive systems: http://www.open.ac.uk/blogs/ACI/
2
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nursing home Grønnehaven, with the potentiality of
entering into new relations through designed
interactions based on imaginative speculation rather
than science facts.
NETWORKED RELATIONS & MULTISPECIES
ETHNOGRAPHY
At the University of Wellington in New Zeeland Dr.
Anne Galloway currently leads a three-year research
project entitled Counting Sheep: NZ Merino in an
Internet of Things. As the title suggest, this project
emphasises the animal – the merino sheep - in relation
to emergent cultural and technological changes:
pollution levels and the presence of fish in the river, and
it enables public inquiry into these matters via text
message. Glowing lights on the surface relegate the
interaction and activities to below the surface in real
time. As David Benjamin from architectural firm The
Living explains, one of the most important results
stemming from the interaction was that “when people
decide to ask a question about their environment
through our SMS system the river becomes a contact on
their phone. And when people start talking in a smart
way to objects and public places in the city, all kinds of
new things become possible.”6
“Using NZ merino as our case study, we will work with
farmers, industry and government to imagine possible
technological and social futures for the production and
consumption of merino sheep and products.”4
The aim of the project is to enhance public
understanding and participation in new technologies
through the intermediary of design research and
especially the engagement in the production of future
visions of agricultural technologies.
What makes the research project proposition interesting
with regards to the position of the animal, is that it first
of all represent a multiplicity of actors and events: “high
country stations, sale yards, A&P shows, shearing
competitions, dog trials, offices and labs to talk with
breeders, growers, shearers, wool sorters, scientists,
industry representatives, government policy makers and
others” (Ibid.). The merino sheep, in other words, seems
principally to be constituted by it’s networked
properties. This in not to say that the project doesn’t
take a concerted interest in the actual sheep, which is
evident from the project’s accompanying research blog
(http://www.designculturelab.org/page/2/), but rather
that it relies on an epistemological approach that
foregrounds multispecies- and multi-sited ethnography
(Kirksey 2010) in accordance with an actor-network
theory schema. An approach, that also manifest the
sheep as companion species as well as products of the
evolution of naturecultures (Haraway 2003), something
we will return in the next section. UA & Us could be
conceived of in a similar manner, as it certainly involves
networked relations between seniors, gulls, computers
and a nursing home institution - it also marks a
difference in degree, as it puts greater emphasis on
context (the urban), and the ontological contingences of
the objects and animals involved. These qualities are
more approximated to those found in the next project
we will describe.
CO-HABITATION IN URBAN CONTEXTS
Amphibious Architecture is a floating installation in
New York’s East River5that collects information on
4
http://www.designculturelab.org/projects/counting-sheep-projectoverview/
Figure 2: A SMS received from New Yorks East River fish describing
how many fish they are and pollution levels through a floating
installation.
The contingent potentiality of new things to come as a
consequence of having objects (such as rivers) and
animals (such as herrings) on ‘speed-dial’ comes very
close to the ambitions of UA & Us. What is shared by
these objects and animals is proximity and the cohabitation of an urban context. Amphibious
Architecture enables us to enter into new types of
relations with objects (including animals) and
potentially over time make these entities significant
others. The objects and animals (e.g. rivers, gulls or
herrings) of interest belong to a different category then
the pigs and sheep of the previous projects, in that they
historically and biologically share less interrelations
with humans. They belong to a sphere one-step further
removed from humans, and thus - following Donna
Haraway - could be designated as not-quite companion
species. This notion will be elaborated further in the
follow section.
To briefly sum up the above ‘triangulation’ of UA & Us
among other experimental research projects with a
vested interest in animals, we might content that they
combine the focus of animals with interactive
technology as well as an orientation towards
collaborative, anthropological and user-centred design
methodologies. The notable exception from the latter
being Aquatic Architecture, that more closely resembles
an art installation than a process oriented design project.
What furthermore can be drawn from the above
comparisons, is the importance of (i) context and
proximity, in Aquatic Architecture, (ii) the correlation
5
The installation was developed by the Living Architecture Lab,
Columbia University Graduate School of Architecture, Planning and
Preservation; the Environment Health Clinic at New York University;
and the architectural firm The Living.
6
http://www.wired.co.uk/news/archive/2011-08/26/amphibiousarchitecture.
3
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between ethnographical informed collaborative methods
and design speculation, in Counting Sheep: NZ Merino
in an Internet of Things, and finally (iii) the insistence
on a formalised research agenda, that places animals
centre-stage as promoted by ACI.
DESIGN EXPERIMENTS WITH NOT-QUITE
COMPANION SPECIES
In this section we will identify the theoretical
cornerstones for the notion of not-quite companion
species and subsequently provide a provisional
framework for the methodological underpinnings of UA
& Us.
In 2003, Donna Haraway published a small book called
“The Companion Species manifesto – dogs, people and
significant otherness”. For Haraway – famous for her
“Cyborg Manifesto” (Haraway 1985) - the notion of a
companion species denotes a more extensive category
than companion animal to include entities like “rice,
bees, tulips and intestinal flora, all of whom make life
for humans what it is – and vice versa” (Haraway 2003:
15). But the notion should also be understood as (i)
something within the history of evolutionary biology,
yet simultaneously mechanistic and textual; (ii) species
as a philosophical category by which we define
difference; (iii) the complex juxtaposition of the
material and the semiotic; and (iv) the impurity of
conflation between scat and refined cultural
commodities. The last point is driven home by
Haraway’s specific interest in dogs, from poo-scooping
to breeding. In sum, Haraway’s manifesto aims to
implode the hygienic categories of nature and culture
into the far more complex and messy “choreography of
ontologies” – or naturecultures - and the companion
species epitomises this changes7.
Companion species, like Haraway’s dogs or Merino
sheep in New Zealand can be characterised by their long
historical interspecies relationship with humans.
Recently, anthropologist Anna Tsing (2012) has argued
for the extension of companion species to mushrooms.
This indeed broadens the context by a huge margin, and
suddenly our claim to perceive gulls, crows and even
rats as companion species seems a lot less radical as
they, after all, still belongs to the kingdom Animalia.
But it also places the urban animals, we’re interested in,
nicely between the close proximity of the human habitat
(e.g. dogs or intestinal flora) and the wider (and wilder)
ecologies of fungi, of which mushrooms – according to
Tsing – enjoys a symbiotic relationship with humans
(Tsing 2012: 142) that extends far beyond the cultivated
landscape.
This brings us to a simple yet crucial aspect of
companion species: namely that it always requires a
minimum of two species to enter into relation (Haraway
7
Haraway’s work in this area is echoed by other prominent scholars,
perhaps most notable Bruno Latour in his critique of the ’modern
constitution’ and its effect on the global environment. See Latour: We
Have Never Been Modern (1991) and Politics of Nature: How to
Bring the Sciences Into Democracy (2004).
2002: 12). For all the examples given here, including
our own, the ‘significant other’ is viewed from the
position of the human. When we propose the prefix notquite to companion species it is merely to emphasis a
category of animals with more opportunistic, weak and perhaps most importantly - precarious interspecies
relations with humans, much in the same way as herring
in New York’s East river. They are all animals that most
of us find difficult to categorize as companions, even
though we co-inhabit the same (urban) space.
Haraway makes a compelling argument for the primacy
of the relations over relata, when she writes:
“Dogs are about the inescapable, contradictory
story of relationships – co-constitutive
relationships in which none of the partners preexist the relating, and the relating is never once
and for all” (Ibid.)
To this we might contend that not-quite companion
species, with their precarious, could-be relationships,
should be defined just as much by the shared context in
which relations are potential, yet not always given.
SPECULATION AS PREMISE FOR EXPERIMENTATION
The experimental nature of the project does not follow a
more traditional design protocol. I.e. there has not been
a successive identification of problems followed by
optimum solutions nor reliance on firm epistemological
grounds (e.g. substantive knowledge of animal
behaviour and psychology). Instead, since the inception
of the project, the potential relations between crows,
seniors, gulls and nursing home staff as not-quite
companion species, are merely figments of our
imagination, or at its best precarious. Hence,
speculation along with adapted methods from co-design
has become the experimental modus operandi of the
project.
Speculation has a rich and varied history in both design
and other fields and disciplines. In ethology a prominent
precursor to a speculative approach in understanding
animal behaviour is found in the work by Baltic German
biologist Jacob Johan Uexküll (1867-1944). Uexküll is
probably most renowned for his idea of Umwelt: the
perceptual life-world of living beings (Uexküll 2010).
For him, umwelt is always a world or environment for
someone. The only way we can attempt to access this
subjective position is ultimately through informed
speculation or a foray [streifzüge] into a world
experienced by the subject. Thus, for example, Uexküll
would analyse ticks, sea urchins or bees informed by
knowledge based on observations and behavioural
experiments, but to leap from facts to the subjective
experience he would have to utilise speculation to
depict, for instance, the umwelt seen by a bee or in our
case a gull.
In his recent book Alien Phenomenology, American
media philosopher, Ian Bogost links Uexküll’s
“plurality of incommensurable yet strangely
overlapping worlds” (Bryant 2010) with the notion of
carpentry. For Bogost, carpentry combines the ordinary
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meaning of woodcraft with the idea of constructing
things that do philosophy:
“Blending these two notions, carpentry entails
making things that explain how things make
their world. Like scientific experiments or
engineering prototypes, the stuffs produced by
carpentry are not mere accidents, waypoints on
the way to something else. Instead, they are
themselves earnest entries into philosophical
discourse” (Bogost 2012: 93)
Bogost diligently points to a methodology that at least
partially resembles what we aspire to with UA & Us.
With the difference, that we are more interested in how
not-quite companion species make up each other’s
worlds and would rather contribute to a design - instead
of a philosophical - discourse.
A foray into the worlds of seagulls and seniors entail a
mode of experimentation, which is potentially
transformed through the deployment of speculative
prototypes that may, or may not, actualise new
interspecies relations. But, much in the same way as
Uexküll’s scientific observations and behavioural
experiments informed his speculation on the subjective
world of bees, so is the encounter with the various
actors structured by methods and tools from co-design.
METHODOLOGICAL BRICOLAGE
We have until now described UA & Us as an
experimental project, and more specifically as a foray
into the uncharted territory of human-animal relations,
by means of co-design tools and speculative prototypes.
In the context of the overall project this paper expounds
a foray to account for an explorative approach that joins
the eventual “becoming with” (Haraway 2003, 2008) of
a potential companion species – with speculation, as a
way to operationalize that which has not yet been
actualised.
As a theoretical framing, a foray into not-quite
companion species, critically addresses the prevalent
anthropocentricity of design research by exploring the
relations between species as a potential to enter into
(other) interspecies perspectives of the world, rather
than, designing for animals.
Methodologically, the extension of co-design tools and
methods to animals is further governed by a different
line of design research in the tradition of
experimentation with the interpretive ambiguity of the
multivalent relations between people and design
artefacts (Gaver et al. 2003)10. In UA & Us the
experimental prototypes are not designed to be
ambiguous in themselves, but rather to prompt people to
imagine new kinds of relationships with animals and
10
Gaver, et al., develops the idea of “ambiguity as a resource for
design” as an antidote to the dominant discourse of usefulness,
efficiency and predictability in computer-human interaction (HCI).
Ambiguity, in their account, is an attribute of the interpretations of
artefacts and a quality that produces richer and more personal
relationships between people and design artefacts through the active
(and pleasurable) engagement in meaning making.
invite them to collaboratively explore the possibility of
these relationships through design events (Halse, et al.
2010: 71). Hence, speculation becomes a premise for
the design experimentation. Albeit, speculation here is
less preoccupied with the interpretative ambiguity of
relationship (Gaver 2003) and more directed towards
the ontological possibility of co-constructively sparking
new relations into being.
CASE: URBAN ANIMALS AND US
In the section below, we will describe design intentions,
collaborative set-up, as well as the materialization of the
design experiments that unfolds. Guided by the question
of how we materially nurture relationships that enable
communication and new relations among species we
explore different ways in which to present and involve a
multiplicity of species in the urban heterogeneity. The
aim has been to let ‘them’ intervene, as much as ‘we’
intervene in each other’s everyday. In each experiment a
experimental prototype has been constructed to further
explore the field cross-species communication.
STAKEHOLDERS AND COLLABORATIONS
The design experiments in UA & Us are accommodated
and deployed at the retirement home Grønnehaven. The
practical experimentation and final designs have been
developed in close dialogue between the authors, the
local municipality’s volunteer-centre and an architectduo in an on going collaborative process. Finally, a
small interaction design bureau has come to aid us with
technical and digital issues. Nonetheless, the main
relationships discussed throughout this paper are more
centred on the experiments where the different actors
come together in new ways - with the focus on the
retirement home Grønnehaven, its seniors and the local
animals in the urban milieu of Helsingør.
DESIGN SET UP AND PROCESS
Situating the project as a speculative co-design means
that we have intentionally tried an alternative to a topdown organization. UA & Us has been carried out in an
open events format (Halse, et al 2010). An event
involves many participants, covering many different
tasks, such as presentations, collaborative writing,
material experimentation and analysis in an open-ended
format. Another important issue is that an event
stretches over time. More specifically to our project, this
can be seen in the joint writings of our blog,
www.urbananimalsand.us, the tinkering with Arduino
boards and Raspberry computers, field visits with
hunters and ornithologists, as well as the many hours
spent in the local wood-workshop. Nonetheless, the
design concepts where initially developed by the design
researches as initial sketches. Later, the hand-drawn
sketches where presented to the stakeholders and
collaborators where they critiqued, evolved and
analysed the initial concepts and drawings.
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1. The first experiment, A Birds View Perspective is
exploring the notion of exchanges between the different
actors in our shared urban space. For the experiment,
our Bogostian carpentry skills where used to develop
‘the Birdcam’, meant to allow the birds themselves to
film and be in control of a video camera with the
intension to literally give a birds view perspective of the
local area.
Figure 3: Circuit soldering activities later to be used in the final
experiment PhotoTwin.
At this point, it is important for us to highlight that the
event driven process is in UA & Us is then formed into
three more specific experiments. This setup entails, as
further described in a below section, an open invitation
to the residents and employees of Grønnehaven to
participate in the experiments where we collaboratively
unfold and make sense out of the speculative prototypes
and the potential new interspecies relations. As design
researchers, we have set up a loose structure for the
gatherings but left the program open to evolve along the
way. Furthermore we have applied a micro-material
perspective (Agger 2009). Following Agger, this
perspective helps broaden the understanding of the role
of things and tangible working materials in co-design,
but also to provides practical concepts for engagement.
Design materials is here described both in terms of what
is brought into a co-design situation to be explored
collaboratively as well as what comes out for the
continuous design process. Importantly, the design
materials need to be situated and appropriated to the
specific situation to allow for a collaborative
exploration.
THREE DESIGN EXPERIMENTS
The three different experiments all bridge the concern of
taking the nonhuman worlds seriously. Compared to
hunting technologies, where the relationship is made up
of humans using tools to act upon non-humans as a top
down relation, UA & Us aims to construct technologies
of reciprocity. Each of the three experiments explores a
specific notion of reciprocity that we further describe
below.
Figure 4: The digital illustrations as shown to Grønnehaven to explain
the concept of 1) the BirdCam. 2) the BirdFlute and 3) the PhotoTwin.
We finally continue to give one more in depth example
in relation to the first experiment of what emerges and
unfolds during one of the several workshops held.
Figure 5: The BirdCam attached to a piece of bread in the grass in
front of Grønnehaven retirement home. Haraway (2008: 17)
observantly reminds us, that the word companion comes from the
Latin cum panis, or with bread.
The BirdCam is a small device made out of off-theshelves components, including an inexpensive spy video
camera that one can attach bird food to. The weight of
the object means that not any animal can pick it up.
Instead it is meant to be used by the strong large local
black back gulls outside Grønnehaven. Set up as an
exchange, the gulls might film the local milieu from
their perspective, but only if the seniors set up the
exchange (the Birdcams) with the food. Put simply, the
Birdcam can only work its wonder if both actors put
their effort in. Without attaching the food, it offers little
in exchange for the gulls, and without the gulls the
Birdcam is nothing more than a small and strangelooking device to the seniors. Its agency depends on
joint effort.
2. The second experiment Talk-in-to deals with
communication as translations between species. We
know that (some) animals can understand us, and follow
our demands. In the bird-human history this is typically
recognizable through the parrot that learns to mimic
human speech. Parrots are social creatures, so it may
seem advantageous from a survival standpoint to learn
the language of their new flock – the humans in their
home. However, it might be more rare that we can
orally communicate with other species, rather than
straining demand upon them. In the Talk-in-to
experiment, instead of letting the parrot mimic us, the
sound conducted by humans become translated into
non-human message through the ‘BirdFlute’.
The BirdFlute uses similar technology as hunters for
calling in pray, with obvious the difference that a
conventional duck call is used for the purpose to lure in
the bird and kill it. When blowing into the flute-like
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instrument the outgoing sound mimics a sound from
another species, like a crow.
By switching a knob on the instrument one can change
the sound-scape from crow, to a magpie or blackbird.
The sound created by the flute is then transmitted via a
digital network to a small speaker placed outside the
retirement home Grønnehaven. By pressing one of the
three different keys down causes a change of animal call
allowing the seniors to enact and intervene in
unexplored spaces of interspecies communication.
The PhotoTwin consists of two digital camera devices,
one being located outdoors and one inside the retirement
home. The outdoor camera device is triggered when
birds are pecking on the replaceable shutter releaser
made out of bird-food. Simultaneously, two different
photos are taken, one photo of the birds’ outdoor
practices and one of the seniors’ indoor practices. The
two photos are then displayed side by side on a portable
screen in the retirement home. The fact that it is the
action of the bird - as true nature photographers - that
triggers the shutter releaser is a way to intentionally
give active agency that allow the birds to intervene and
affect the ‘great’ indoors.
A FORAY: THE UNFOLDING OF THE
EXPERIMENT
Before we further unfold what came into being during
the first experiment we’d briefly like to mention that
Talk-in-to and Interfed are deployed over a longer time
at Grønnehaven, leaving the residents able to explore
the instruments in a slower manner. Comparably, the
workshop approach adopted for the first experiment,
which we describe below, is very compressed in terms
of time and dependent on both human and non-humans
to show up.
Figure 6: The BirdFlute is designed to blend in with the Grønnehaven
deco where it is placed in one of the shared spaces over-looking the
outdoor speaker at Grønnehaven.
The sounds are a selection of different birdcalls that
have been recorded and interpreted into different
functional signals on a shared Internet community used
by ornithologists. Since no ‘bird call-experts’ have been
involved in the experiment, the translated digital sounds
are far from stabile translations. Instead we have to rely
on Grønnehaven’s residents to consent to explore other
ways of communicating, and perhaps to make beginners
‘zoo-grammar’ mistakes.
We are in total 12 people that have gathered around the
table, eight residences and two employees from
Grønnehaven, the two authors and one participant from
the local Volunteer centre. The participants have been
invited to a workshop for making bird food for the
vaguely describe ‘bird-cams’. During the three hourlong workshop we make a selection of bird food with
included ingredients such as raw fish, seeds and foodwaste from the retirement home.
3. The final experiment InterFed explores power
relationships. Through the device ‘PhotoTwin’ the
experiment speculates on how to establish more equal
interspecies relationships. Its closest resemblance might
be that of a camera trap, often used to scout for game or
for capturing wild animals on film when researchers are
not present. Instead of being disguised and camouflaged
to capture an animal in the midst of the forest, the
PhotoTwin traps both animal and human everyday
practices via photographs on attempted equal grounds.
Figure 8: The different materials are kneaded together and shaped to
fit the BirdCams.
Figure 7: The PhotoTwins outdoor and indoor camera devices.
While kneading together materials like fish, flour,
coconut oil and bacon to tempt the carnivores and
scavenging birds there is no direct questions of why we
want to make bird food for the less favoured birds.
However, the animals are discussed as “rather
opportunistic” and ever present. One of the residents
shares her memories, “- I never forget the summer when
we were grilling, and a huge gull landed right on the
grill, and stole a beefsteak.” While one of the staff raises
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her issues, “ - I cannot believe I am here making bird
food. I cannot stand birds!” She continues and explains
how she barely dares to venture outside the retirement
home when there are to many birds gathered on the
lawn. Still, some of the participants are keener on birds.
“- I live on the ground floor, and I feed the birds every
day.” To which someone quickly airs worries of other
scavenging animals “- How about rats then?”
It is hardly a symbiotic relationship towards the species
we are now trying to create a food feast for. During the
session the slightly troublesome relationship with the
birds seems to be overshadowed by the making of the
bird food. Getting our hands greasy together and
making the bird food takes up the most of the rest of the
conversation. If we take a micro-material perspective by
paying attention to the physical material they functioned
as a communication device of inclusion both for the
seniors and also later for the urban birds enrolled in the
experiment.
Figure 9: The BirdCams have been placed outdoors during our first
attempts to get a birds view perspective and are curiously followed by
some of the participating seniors.
However, it is first towards the end of the day, when
five bird-cams are released into the urban surroundings
that we end up getting closer to our, not-quite
companion species. Due to the stormy weather, the
senior participants watch the spectacle of releasing the
cameras from the safe indoors. There is a nervous
anticipation in the room since we cannot rely on the
birds to show up, or even less that they will actually
pick up them up. The Birdcams are placed on the lawn
outside the common area at Grønnehaven, where lots of
terns are circling around. Since the Birdcams are too
heavy for them, we are all instead awaiting the larger
black backed gull that can carry the weight of them.
After about 20 minutes the lawn has gathered as large
selection of birds. During the wait, some of the
participants of the event are spending their time
guessing what birds that have arrived. “- What is the
black one. It is not a seagull. Maybe it is a blackbird.” “Yes, or maybe it is a crow, I see them here. Or a
magpie?”
Among around fifteen terns, two of the anticipated
black backed gulls finally show up. “ - Look, look! Now
they are here. Yes, it is one of the big sea gulls.” After a
short while one of the members of staff shouts out
enthusiastically, “- It has picked up one of the
birdcams!” leading to spontaneous applauses in the
room. “- Oh no, it dropped it. It lifted it over the
pathway. Did you see that? - Oh, it is there again. It got
it. Yeah!”
When the whole event ends, two out of the five birdcams have been taken on a small flight. Outside, light
has become dark, we gather our things and finish the
workshop with the advice from some of the participants
to make the BirdCams a little bit lighter in terms of
weight for our next session.
REFLECTIONS & DISCUSSION
In some senses the experiment (A Birds View
Perspective) failed with regards to the intension of
getting a bird to fly off with the camera and film the
local area. The film made by the birds only contains
seconds depicting a blurry film of snow. However, we
are not evaluating a prototype – but we are ‘assembled
in a foray’. So allow us to linger for a moment upon the
notion <of interspecies exchanges during the
experiment: as we, the seniors, and the opportunistic
animals where brought into contact through the event of
the experiment, mutual surprises occurred. After the
experiment the opportunistic birds where not perceived
as quite the same animals as before, either by the
seniors or us.
Even though we only got a blurry film to show - or what
Bogost might refer to as a carpentry result: an outcome
of the things that explain how things make their world they have in the language of Bruno Latour become
‘things’. By becoming a thing, we mean a gathering, or
a matter of debate (Latour 2008: 119). Things, as
explained by Latour, are unfairly accused of being static
and stable (ibid.). However, the gulls are showing us
precisely this, they are as unstable as can be, doing
things we cannot expect.
At the same time, the birds are as much part of the event
as anyone else. We have to rely on them turning up, as
we have to rely on the cheap cameras to work, as to the
seniors to engage in making the bird food. Importantly,
our attempt to speculate, referencing Uexküll, on the
subjective notion of a gull’s umwelt pluralizes the
perspective. It is neither a gull’s perspective, nor our
perspective – it is another, a new perspective. And
under these conditions, we all take risks, and through
the experiment we allow others, of all shapes and sizes,
to object to the stories we tell, to intervene in our
processes as we intervene in theirs – in hope to learn
what matters to humans and non- humans alike.
Related to a larger set of discussions, such as
environmental issues and ecological changes, it is
argued that we need to take account of ozone holes,
coral reefs, garbage heaps, and all the rest (Bryant 2010,
Latour 2004). This requires us to question not just
arrangements between humans, but to open up to an
entirely different universe – a multiverse - of actors.
UA & Us is obviously a first small step, a micro
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exploration, into the almost incomprehensibly large
issue of how species can co-exist under the strain of
increased ecological pressure. Urban spaces, as the
areas of Helsingør surrounding Grønnehaven,
constitutes a scale and level of multispecies complexity,
that has enabled us to explore the potentiality of new
relations.
At the level of disciplinary discourse, the experiments in
UA & Us gives an example of how we can reframe the
hegemonic centrality of the human in the midst, i.e. the
overriding and pervasive anthropocentricity of design
and design research. The design experiments are not
designing for animals, but neither are they designed for
the seniors. Instead, it is weaving things and practices
around us together, to allow for a slippage in
perspectives from a designing for to designing as a
means to becoming with that is the central aim of this
project. If it is ‘about’ anything it is about finding ways
of engaging and enacting worlds, of making room for
the re-enchantment of reality (Bennett 2001). Easy to
say, of course, but so much harder to do, to enact, to
make real.
The experiments are neither an attempt to denigrate
humans or human collectives, in fact far from it. It is
rather, an experimental setting for the exploration of a
foray into an anthro-de-centrifying11 stance in design
research, that places humans, animals, institutions,
technologies, design artefacts, etc., on equal ontological
footing. The underlying hypothesis here is this: The decentering of human mastery opens a space, a
potentiality, or in deleuzian terms, the possible
actualisation of a multiplicity of perspectives (Deleuze
1987). By creating opportunities to experience new
relations, in this case primarily between birds and
humans, can allow us to cautiously sketch out different
modes of being in a shared world. That is not only
sketching relations between humans and non-humans,
but rather the ecology between things and beings.
CONCLUSION
In this paper we have argued for a design
experimentation premised on a decentring of the human
perspective as an approach that seeks to place
multiplicity of actors on equally capable of action. Our
focus has been on animals – more specifically birds
with which we share the urban context.
different objectives, we conclude that they also share a
great deal in terms of their approach to explorations of
relations between humans and animals. None of them,
however, share the explicit interest in the de-centring of
the human position, that we are interested in here.
Informed by our ongoing research project UA & Us,
taking place in the city of Helsingør, we have provided
a theoretical foundation for a methodological approach
with the notion of ‘foray’. Inspired by biologist Jacob
von Uexküll’s use of foray we have adapted the notion
to combine elements from two otherwise different
approaches, respectively co-design and speculation
prototypes, to form speculative co-design. We have
furthermore argued for the necessity of providing a
provisional framework that combine co-design tools and
speculation to accommodate the new challenges raised
by insisting on the univocal focus on potential relations
between disparate entities such as humans and birds.
Finally, the tentative conceptual renderings in this paper
need to be further assessed, as the project progresses. It
is important to stress that the paper is written from a
quite early point in the development of the project, and
thus merits the explorative qualities of testing a
theoretical framework against the first accounts from
the design experiments. As the project progress we will
have to further investigate and clarify what actualised
relations of not-quite companion species look like, and
to what extend they might affect each other’s lifeworlds.
ACKNOWLEDGEMENTS
Besides the authors, the Urban Animals and Us project
team consists of interaction designer Sebastian Thielke
and architect Kalle Jørgensen, who has played an
equally important role in bringing this project to
fruition. We would like to extend our sincere thanks to
all the seniors and staff at Grønnehaven for their candid
participation in a project, that by most standards seems a
little strange. We would especially like to thank
section-leader Carsten Illsøe, head of the volunteer
centre Lene Ljungqvist and senior-volunteer Jørn
Knudsen for their enthusiastic support and for opening
all the right doors. Last, but not least, we want to thank
design researcher Carl DiSalvo for his sharp gaze and
inspiring critique in an extended on-line discussion of
the project and research agenda.
While birds - and other urban animals - already have
partial relations with humans, we have argued that
Donna Haraway’s notion of companion species is to
narrow or unspecific to accommodating the kind of
interspecies relations we might share. To remedy this
we have introduced the notion of not-quite companion
species.
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We began by giving an account of other contemporary
design research projects, with a specific interest in
animals as companion species. While they maintain
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‘DESIGNERLY’ ANALYSIS OF
PARTICIPATION STRUCTURES
JACOB BUUR, MARIE ROSA BEUTHEL, AGNESE CAGLIO
SPIRE, UNIVERSITY OF SOUTHERN DENMARK
BUUR@MCI.SDU.DK; MBEUT08@STUDENT.SDU.DK; AGNESE@SDU.DK
ABSTRACT
With the inclusion of not only users but stakeholders of many different kinds, design processes
turn into complex collaborative challenges. Thus,
improving design practices requires research into
how people participate and contribute in social
interaction. But research methods for understanding such activities tend to be highly analytical and
hence difficult for design researchers to engage
with, if results are meant to be actionable. Through
a series of experiments we develop tangible
support for a ‘designerly’ interaction analysis of
one important aspect of collaborative design
activities: the participatory structures.
INTRODUCTION
Interaction analysis draws increasing attention as a
powerful research method for understanding the social
processes in design. With its origin in ethnomethodology and conversation analysis this method focuses on
making sense ‘from within’, i.e. by relying on how
members themselves categorise actions, rather than by
imposing external theories on what can be observed.
Jordan and Henderson in their seminal 1995 paper
turned interaction analysis into a concrete, collaborative
format centred on Interaction Analysis Labs as a way to
bring multiple perspectives into the analysis while at the
same time avoiding distortions given by possible
preconceptions (Jordan & Henderson 1995). Besides
arguing what makes video valuable for understanding
interaction, they provide a set of foci that help
researchers finding entry points for analysis. We will
take one of these foci, participation structures, as a
starting point for developing tangible support for the
analysis of participatory design practices.
PARTICIPATION STRUCTURES IN DESIGN
Jordan and Henderson (1995) use the term participation
structures to describe how participants interact with
each other and how they co-create patterns of participation in a group as seen in the face-to-face communication
(e.g. a group brainstorming in contrast to independent
reflective work, or the exclusion of a person from an
activity). In the physical actions it is visible how the
social structures in a group are maintained, and how
artifacts and space support or distract these structural
frameworks. Participation structures are important to
understand what happens in participatory meetings
where groups design collaboratively by interacting with
each other and with design objects. Participation
structures describe the interrelations between facilitation
strategies, participants, and artifacts.
In design, video analysis has been introduced
successfully to learn about ‘users’ with a view to
designing products that fit better, or to innovating new
solutions with a focus on ‘user practices’. For this
purpose, it has been argued that video can be regarded
as a ‘design material’ with which designers collaboratively ‘build meaning’, rather than as ‘hard data’ that
supports design decisions through appropriate analysis
(Buur et al. 2000). A range of authors have since
expanded this notion of ‘design material’ and proposed
exciting practices for turning analysis into collaborative
sense-making activities with tangible materials, games
etc. (Brandt et al. 2008).
When focusing on research into the design activity
itself, however, the goal is to establish understanding,
rather than creating new products or technologies.
Ultimately the goal may be to suggest improved
collaborative design practices, but here is a legitimate
place for ‘analysis’ that leads to description.
DESIGNERLY APPROACHES TO ANALYSIS
Conversation analysis looks at naturally occurring social
situations and explains what happens by asking how
people interact (Sacks, H., Schegloff, E. & Jefferson, G.
1974; Heritage, J. & Clayman, S. E. 2010).
Conversation analysts prefer to work from detailed transcripts of what people say, and how they say it. Such
transcripts do not sit well with design researchers for
several reasons. For one, transcripts, while recording
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well how people talk, are very difficult to expand to the
broader interaction patterns so typical for collaborative
design: the handling of objects, the pointing, gesturing,
moving in space. For two, the analysis activity itself
tends to turn into an abstract, cognitive effort when
working from transcripts and video observation – with
little room for physical manipulatory skills, handling of
objects etc.
In this paper we present our experiments of bringing the
‘design material thinking’ into interaction analysis and
providing supportive tangible techniques that help
researchers set a focus for their analysis and employ
their bodily skills to complete it. We aim to establish a
‘designerly’ practice of interaction analysis. By a
‘designerly’ approach we understand an alternative to
both the analytical, objective means of natural science,
and the subjective, imaginative ones of the human
sciences (Cross 1982). ‘Designerly’ processes involve
reflective investigation, hypotheses formulation, and a
focus on the details of specific, contextualized situations
rather than abstract, universal theories (Stolterman
2008). Designers utilise tools that do not rely on verbal
formulation: sketches, models, and objects. They help
bringing knowledge that is less language-based into
play, and facilitating exploration of diverse perspectives
and patterns of relationships. In relation to this, Cross
(ibid.) refers to objects as supportive of human
reasoning and cognition, both as containers of
knowledge, tools for thinking and for communicating.
We suggest that a ‘designerly approach’ can be of help
in approaching the analysis of design process video for
two reasons. Firstly, an analysis supported by materials
engages our bodily skills in reconstructing the situation
under study and empathizing with the participants, thus
bridging the gap between a highly embodied, physical
activity such as collaborative design, and a verbal one
such as interaction analysis. Secondly, transforming an
exclusively analytical activity into a dialogue with the
data (Schön 1983) provides a starting point for finding
key elements and patterns of interaction for later, more
detailed analysis. Again, objects play a role here
providing a frame through which, coherently with
Jordan and Henderson’s idea of ‘foci’ of interaction, we
can find ‘entry points’ to approach our data. Expanding
a predominantly verbal analysis with tools that help
focus on the material, physical, and tacit interactions
typical for collaborative design, could support our
thinking and reasoning during the analysis.
OBJECTS AS RESOURCES
Lucy Suchman (1987, 2000) introduced the notion that
the interaction with objects and their surroundings
defines the activities of people. The influence of objects
on people’s actions has been recognized as valuable in
workshops in which tangible material is used and has an
impact of the outcomes. Interaction analysts studied
how objects are referred to during discussion and idea
generation (Fasulo and Monzoni 2009), and documented
how they act as drivers for creative processes and
Figure 1. Three researchers analyse video recordings from the Value
Chain project using wooden figurines and role cards in an Interaction
Analysis Lab session.
innovation (Nevile 2011). In participatory design, it is a
common objective to establish a shared workspace, in
which all participants have an equal chance to
participate and collaboratively find opportunities to
explore: the use of material supports this issue by
offering an accessible platform on which everyone can
participate – even silently (Heinemann et al. 2011).
Physical things stimulate hand and body movements
(Hornecker 2005), the thinking and communication
process of participants and more generally the entire
creativity flow of a group (Giaccardi & Candy 2009;
Harrison & Minneman 1996). When talking about
things collaboratively, participants tend to connect
thoughts and develop complex concepts around them
(Hindmarsh and Heath, 2000), support group dynamics
and help to ‘coordinate’ innovative workshops (Luck
2007). Especially because objects can carry information
(Ishii & Ullmer 1997) and people create this meaning
collaboratively, objects can act as information sources
for discussions. Such objects can be of different sizes
and can have different features depending on the
purpose of the activity. Tangible objects tend to 'address
human perceptual-motor skills” (Djajadiningrat et al.
2004) and consequently trigger workshop participants to
include them into their thoughts and discussions in
different ways. The features of the objects influence
how participants use and involve the objects (Atelier
2011). It seems as if objects “talk to us” (Hunt et al.
2011) in a way and engage us in the process. The
objects we are talking about here can be seen as
‘things’, ‘materials’, ‘artifacts’, ‘tangibles’ (Heinemann
et al. 2011), ‘material objects’ (Luck 2007), or
‘intermediary objects’, that carry information given by
the participants and advance the process (Boujut and
Blanco 2003). ‘Boundary objects’ (Star and Griesmer
1989) help participants from different backgrounds
share knowledge and thus activate thoughts concerning
different attitudes and perceptions towards an object.
This provokes and promotes the innovation process
(Luck 2007). Recently, an interesting perspective has
been offered by Eriksen (2012). He demonstrated how
‘non-human’ materials can act and participate in ways
similar to humans in co-design events. Objects do so not
just by being present in processes of negotiation and
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Figure 2. Project participants discuss future plans at the end of a design workshop in the Value Chain project. Left to right: R&D director, company
employees 1 and 2, consultant, project manager, company employee 3, marketing director, technology consultant, assistant, user innovation expert 2
(user innovation expert 1 is behind camera).
meaning making, but also by acting as ‘mediators’ and
encouraging actions of different kinds. Drawing on
Latour, Eriksen further explores this idea of
participating ‘mediating’ materials as ‘delegates’
fulfilling various roles. An interesting set is what she
defines as the Content Material that, whether or not
designed, can for example act as delegated playmates
“participating in exploring, framing and reframing the
topic/issues/problems in the specific situation.” (p. 213).
To use physical material for video analysis has
previously been explored in the ‘Video Card Game’
(Buur & Soendergaard, 2000) that employed cardboard
cards as representations of video clips to allow
participants to physically cluster groups of similar video
clips on a table top.
RESEARCH APPROACH
This paper is based on experiments with tangible objects
in interaction analysis lab sessions with design
researchers. In particular we will report on a simple set
of tools that help researchers focus on the participation
structures when analysing collaborative design sessions.
We have run about 10 lab sessions with these tools, each
of those have been video taped for interaction analysis,
Figure 1. So, a slightly incestuous method of interaction
analysis of video recordings of researchers, who do
interaction analysis of video recordings of real life
design…
We focus our analysis both on how participants interact
with the objects, and on what happens before and after
interactions. The passive movements and positioning of
the objects play also a major role in the analysis, how
participants use them in conversation and what kind of
emotions, gestures and other actions they release. All in
all it is an emic approach that focuses on the
participants’ “actions produced in interaction” (Luck,
2007) to find out how the objects are being used and
treated in such situations. We have selected two
instances of interaction analysis labs that help expand
how these tangible tools work. The video data that the
researchers analysed in the interaction analysis labs
were recordings of design workshops in a project titled
‘User-Driven Innovation in Value Chains’ (in short the
Value Chain project). It was a 2-year project with the
goal of strengthening innovation in an entire company
value chain through the involvement of users. Value
chain here understood as a string of companies that
trade with each other to produce customer value. The
partners were the Danish ventilation systems
manufacturer Novenco (500 employees), several of its
suppliers (of electronic controls, motors), and customers
(building contractors). The responsibility of SPIRE
colleagues in the project was to study and involve users,
and to organize participatory workshops between the
partners. Novenco’s main product is a ventilation unit
that combines ventilator, filters, heat exchanger, and
electronic control in one enclosure. Ventilation units are
sold via building constructors to be installed in plants,
schools, office buildings etc. The project was organised
as a Participatory Innovation effort (Buur & Matthews
2008) with emphasis on participation of not just users
but stakeholders in a broad sense and with a focus on
the business side of innovation.
Our analysis ‘tools’ devised to help the researchers
focus on the roles people take and how they participate
when analysing video from the project workshops are
very simple: We offer a non-descript wooden figurine
for each person visible in the video segment, and a ‘role
card’ that inspires the researchers to name and briefly
describe the roles and participation patterns they
observe. We ask the researchers to pick a person each
and concentrate on what they are doing, while moving
around the figurine to mirror how the person acts on the
video screen, Figure 1.
DATA 1: WORKSHOP PLANNING
In the first instance, we analysed planning discussions
across a range of design workshops. Planning often
comes on the agenda towards the end of design
workshops, when all the ‘exciting’ activities with user
material, design scenarios, mock-ups etc. are over.
Participants sit back, reflect on the outcome of the day
and make arrangements for what to do next and when to
meet again. In the Value Chain project, the segment we
focus on here happened at the end of the third project
workshop, organised in a large company meeting hall.
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The participants – five company representatives, two
consultants (of which one is the project manager), a
technology consultant, an assistant, and two user
innovation experts (from now on called ‘participants’) –
have gone through a programme of watching user
studies videos, working with ‘issue cards’,
brainstorming opportunities, and discussing which of
them to prioritize. Now the project manager takes the
floor after the user innovation specialists and opens the
discussion about what to do next, Figure 2.
INTERACTION ANALYSIS LAB 1
The group of six researchers in the Interaction Analysis
Lab session – 2 years after the event – combine different
disciplines: Interaction design, interaction analysis,
management (from now called ‘researchers’ R1, R2
etc.). We have chosen two 15 min video segments, one
from this project, one from another, and act as
facilitators (F1, F2). The researchers split two group,
who each work with one case, then switch videos. At
the end the researchers present to one another what they
have seen. The facilitators have placed wooden
figurines on the table in front of each video screen in a
configuration roughly similar to the way participants are
seated in the video. When watching the video clip, the
researchers are encouraged to fill in a ‘role card’ for
each person they observe, describing their character and
way of interacting with the group.
FACILITATING CAMERA
In the Value Chain video group, the researchers fill in
the cards, then suddenly realize that there is one figurine
too many. After a bit of discussion they realize this must
be the cameraman. As they start focusing on this role,
they observe that the camera plays a much more active
role than at first noted. The person behind the camera is
actively both attending the workshop and apparently
directing some of the discussion. They replace the
figurine with a larger one, probably because they
identify with this particular role: The cameraman is also
the facilitator, the design colleague, who does the kind
of things 'we' do: studying users and organizing
workshops in the project. Every now and then he asks
questions to all participants and also turns the camera to
the person who speaks or a person he challenges to
answer or comment. Traditionally, camera recorders
take a passive role and do not participate actively in
discussions whereas this one even leads the
conversation by turning the camera onto the next person
to speak. It seems as if the camera has a role by itself
and joins the conversation as it turns its ‘eye’ back and
forth in the group like a participant and more
specifically like a facilitator. This is what Blauhut &
Buur (2009) called 'The Engaging Camera'. Like every
other participant, the cameraman shows his attention by
looking directly at the current speaker, but as this is also
where he points the lens, everyone in the circle will
know that his 'attention' means they are now recorded
on video.
Figure 3. A researcher swops a small figurine for a bigger one to indicate the special status of the cameraman/ facilitator.
As they discuss, one of the researchers grabs the
‘cameraman figurine’ and swops it with a bigger one,
indicating that this role is more dominant than others,
Figure 3:
R1: “What about this big one?” (touching the only
big object on the table)
R2 takes it and places it on the other end of the table;
R1: “The cameraman?”
R2: “Ya.”
The different sizes of objects on the table help the
researchers to think about structural hierarchies.
Later, when the other researcher team comes to work
with the same video sequence, they have problems
identifying which figurine represents whom in the
video. After some discussion of who is who, they ask
the facilitators for help:
R1: “This represents this one, right? It’s a direct
representation, right?”
F1: “Yes, it is a direct representation, but I am not
sure if this is the camera? So, one, two…”
(counting from the biggest figurine while
pointing).
F2: “This is the camera position. (touching the
biggest object) and this is him. (video-object
connection)”
R1: “Okay. Yeah.”
R2: “Ya.”
The facilitators refer first to the biggest object to show
its role in the video. The big figurine is easy to connect
to the video as the previous researcher team placed it
right in front of the screen to provide the same
viewpoint as the video watcher. So, with the help of the
simple figurines, the researchers have established the
facilitating camera as on participation structure in
collaborative workshops. The figurines become
reference objects to present analysts’ points of view and
to explain the dynamics observed in the video.
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Figure 4. One researcher uses the figurines to point out a conflict between two company managers and the project manager.
Figure 6. A researcher moves figurines to present a hypothesis and
opportunity for further research.
CENTRIFUGAL PARTICIPATION
Pointing at figurine A, R1 then enacts the quote from
the related character:
R1: 'yes, but there is a conflict!'.
Pointing back at the ‘planner’ figurine, R1 answers:
R1: "’no no, we just need to plan!’"
Following this, all researchers focus their attention on
the interaction between the characters represented by
figurines A, B and C. They constitute a focus point for
the conversation, in which the researchers continue
comparing their observations of the three characters’
interactions. Even when reviewing the video, the researchers continue to use the figurines as reference points,
while pointing also to the screen to explicate the interactions in which the characters are involved, Figure 5.
For example, R4 explains an episode while pointing
both at figurine C and at the screen:
When the researchers present their observations to each
other, one researcher uses the figurines to clarify the
roles of the characters in the video, and to summarize
their position. In the example shown in Figure 4, he
points at two of the figurines (A and B), noting how
how their personal positions are aligned, but in conflict
with that of the project manager (figurine C). In this
Value Chain workshop, the project manager (C) seems
keen on inviting both users and more company partners
to the next event, but both the R&D director and the
marketing director of Novenco are concerned that the
project doesn’t have enough results to ensure they will
be able to motivate their business partners to come.
Researcher 1 directly re-enacts the dynamics, using the
figurines as actors:
R1: “They (figurine A and B) want to involve people
from workshops, and he is into planning (points to
figurine C, the ‘planner’) so ´how much time´ and
‘how would they come’…”
R4: “He says something at that moment, and the
mediating camera (points at the corresponding
figurine) goes into a discussion with him…”
The researchers come to talk about the participation
structure in this group as centrifugal, as opposed to a
gravitational. In the video one can observe how
workshop participants gradually disengage from the
conflictual discussion. This is visible not only in the
direct interactions, but also in body postures and spatial
positions. While the conversation (troubled by the
difficulty of two poles negotiating consensus) goes on,
less active participants physically move further away
from the table. One of the researchers calls this the ‘I’m
not here expression’.
TRIANGULAR PARTICIPATION
Figure 5. A researcher points both at a figurine and at the video to
draw attention to a particular pattern of interaction.
Towards the end of the interaction analysis lab session,
one of the researchers uses the figurines to suggest a
possible future line of research. In this case, figurines
are not just pointed at, but are directly manipulated to
formulate hypotheses. R2 is interested in the apparent
formation of ‘triangles’ of conversation that are
estabilished during the discussions in the video. She
rearranges the figurines to show her idea, Figure 6. She
first gathers a set of three figurines in a corner.
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R2: “Yes, and if you had a triangle here, right… so
everyone else would be…” (moves the other
figurines away from the corner with the triangle,
gathers them on the opposite side
R2: ” Why is it this triangle? Why is it this triangle?”
(points at another cluster of figurines), and it could
be something stupid as 'who says something first'
and who then... “ (moves the figurines closer to
another).
R2: “It could be interesting."
The figurines provide a space that can be filled with
imaginary lines. R1 picks up the idea of hypothetical
triangles:
R1: "In a sense is as if we have it [a triangle] here
between the consultant and this guy, and this one here
(points at the figurines when naming the characters).
And the others there are, sort of around" (draws
invisible lines connecting various figurines)
The physical objects help to imagine and create
structures they observed earlier –triangular
participation structures. The tangible material visualises
these shapes and integrates them in the discussion,
Figure 7.
DATA 2: BUSINESS MODELING
In the second instance, we analysed the use of tangible
design materials for initiating business model
discussions. The video recording stems from a
workshop held a year later in the Value Chain project.
At this point the project participants are concerned with
what business potential an increased user focus and
collaboration across the value chain might yield. The
circle of participants has now widened to also include
representatives of Novenco’s customers (building
contractors) and suppliers (electronic controller
Figure 7. A researcher draws invisible lines between figurines to
show power relations.
manufacturer). The activity we analyse here included
five participants building a ‘tangible business model’ for
how they could utilize the coordinated force of the
companies in the value chain. For this they were given a
box with a wooden toy train set, Figure 8. The building
took 14 min. plus additional 6 min. for presentation of
the result to the rest of the workshop participants. The
members of this team are the marketing director of
Novenco, the project manager, two business consultants,
and a process consultant. SPIRE members acted
facilitator and observers.
INTERACTION ANALYSIS LAB 2
This video has entered several interaction analysis labs,
where researchers themselves have tried to recreate the
train structure while discussing roles and filling in role
cards, Figure 9. When analyzing the video material we
observe that the participants pick quite distinct patterns
in the building process. They use their hands and utilize
Figure 8. Through building a model train five workshop participants discuss a new business model for selling ventilation units through a coordinated
value chain. Left to right: Business consultant 1, project manager, marketing director, business consultant 2, and process consultant.
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Figure 9. Researchers analyze the video recording using role cards
and the original train set materials.
material in different ways; and first and foremost they
add meaning and make sense of elements in various
ways (Heinemann et. al 2011). We will try to describe
the activity through characterizing the specific roles
they take when building the business model.
The Builder is the first one to start building. She
assembles pieces into sub-assemblies like the “standard
solution segment” with a “decision-making junction”..
She readily cooperates with others and shares material,
but she also builds quietly by herself without explaining
what she is building. In real life she is a process
consultant engaged in this project to report on
collaboration between the companies. In an activity just
prior to this she – along with the Organizer next to her –
acted the role of supplier in a value chain.
The Organizer groups material into well-sorted piles on
the table. He listens attentively to the plans others
suggest while helping out with his pieces from his
storage. He also steals pieces if they fit into his
collection. In real life he is a business consultant.
The Director plans for everyone and ‘owns’ a lot of
material. She draws others into the building process and
is herself actively constructing what at the end of the
activity will be called the ‘requirement specification
loop’. She is the marketing director of Novenco and
obviously used to directing people.
The Space Keeper is more or less inactive, tries to
overcome different physical barriers and keeps things
inside his space. He also creates new barriers, attracts
and collects other material. He is an industry consultant
recently employed with the project manager’s
organization.
observe different roles in the use of material.
Participants for example look at stuff, construct
individually with concentration, while others point and
discuss, Figure 10. As the tracks lend themselves to
being connectd, the material seems to keep the hands
busy throughout the workshop. Some participants
‘defend’ the space around them and sort objects while
thinking. Aside from that there are participants who
apparently dislike touching the material and show that
demonstratively through their body language.
Participants mostly pick discussing themes that relate to
the objects they are handling. The option of not
attending discussions verbally shifts the importance of
the conversation towards the material (Hornecker,
2005), in the way that also shy participants can
contribute to the results achieved in the end. The
Builder in particular touches, plays and interacts with
objects even when not talking about them and in that
way contributes to the group process silently. We have
come to see this participation structure as silent
participation.
CONCLUSIONS
In collaborative design objects have been recognized as
playing important roles in human activities, and not just
as inert material. The figurines in our Interaction
Analysis Labs facilitate an exploratory, but focused
study of videos and provides access to the data for
deeper analysis. The figurines encourage researchers to
concentrate on one character a time, whilst also
considering all participants: they start with the relevant
figurines, and continue locating the remaining
characters even if not directly engaged in the
conversation. As demonstrated in the case of the
facilitating camera, the figurines’ physical
characteristics such as size make the researchers think
about differences between the people represented, the
interactions with the other characters, and the
hierarchical differences underlying these interactions. It
is interesting to note how finding a place for the ‘big
figurine’ helped highlighting the camera as an object
that, through participating, has an influence in framing
discussion by supporting the person behind the camera
itself. The figurines’ spatial configurations play a role
too: managing and organizing the figurines in
The Box Owner hands out material from the box and
seems in control of distributing who gets which parts to
work with. He is the only one standing (with both hands
on the box) and starts many discussions on how to make
sense of the construction. He is the consultant in charge
as project manager.
SILENT PARTICIPATION
Depending on their personalities participants interact
differently with the tangibles. Some construct silently
whereas others talk more than they build. One can
Figure 10. One participant contributes by building silently.
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accordance with the video helps the researchers
understand the relations between participants, but also
what is important when attending such sessions and how
to facilitate them. “It visualizes the energy of meetings
and makes them comparable” said a researchers when
reflecting on an analysis session: “It makes one cocreate a language to describe interactions and group
dynamics.”
While naming figurines might be seen as a gross
simplification, the challenge to define which role a
particular actor plays in a situation can become a tool
for encouraging debate and exchange of opinions in the
Interaction Analysis Lab. This resonates with the idea of
‘designerly’: the application of a ‘code’, or a metastructure that acts as a temporary theory to understand
the relations between elements, individuate possible
patterns of interactions and evaluate and discuss them
with other researchers. Naming the figurines helps the
researchers to focus on key events, while providing a
quick overview of the actions in the video and
specifically of the roles people take. Once the
researchers have organised and named the figurines
these serve as a way to explore different hypotheses
through moving and manipulating the material, and help
to easily convey findings to other researchers. In this
way the material challenges the singular attention to
verbal interaction in conversation analysis to include
other forms of interactions more relevant to design
research.
When comparing our Interaction Analysis Labs with
figurines to the Video Card Game (Buur & Søndergaard
2000) we can see that the two methods serve different
purposes: While the Video Card Game offers a
mechanism for grouping rather large numbers of (short)
video clips, creating grounded structures for further
analysis, the figurines in the Interaction Analysis Labs
challenge researchers to investigate a particular foci in
their analysis of one (longer) video sequence. The two
methods are not mutually exclusive.
In the analysis of the Business Modeling data,
reconstructing the movements of the train track pieces
around the table and their use while building helped
reveal how the same objects triggered very different
participation structures with the actors. In this example,
a ‘tangible’ approach to analysis helped the researchers
uncover patterns and behaviours that would have been
impossible to record on transcripts and difficult to
analyse with language and verbal descriptions only.
Moving objects on the table engages bodily skills, and
allows the analysts to understand the challenges relating
to reachability of objects, ownership of material, or the
material ‘backtalk’ when pieces do not come to fit in the
desired configurations.
As we have hopefully demonstrated, the integration of
material, objects, figurines, and tools in the analysis
process can help make explicit the limitations and
opportunities given by spatial configurations, role of
artefacts in interaction and in particular the participation
structures as foci of analysis. At the same time, they
provide an ‘entry point’, to the analysis of very complex
and multi-layered material such as recordings of
interactions among people and between people and
objects. Focusing on particular characters or
configurations provides the possibility to investigate
several perspectives through the manipulative character
of the material itself. In both these cases, a ‘designerly’
analysis helped uncover several participation structures:
The ‘facilitating camera’, the ‘centrifugal’ vs.
‘gravitational participation’, the ‘triangular
participation’, and the ‘silent participation’. They might
prove to have important influences on understanding
collaborative design activities. One issue to reflect on
further, is that the figurines only help set the analysis
foci on what the (human) participants do and say, and
much less on participation structures of the (non-human)
materials in the situations analysed. Here is a point for
development of the method.
ACKNOWLEDGMENTS
We are grateful to our industrial partners for openminded collaboration and to colleagues at SPIRE for
valuable discussions in the Interaction Analysis Lab
sessions.
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The Role of Fiction in Experiments within
Design, Art & Architecture
EVA KNUTZ,
THOMAS MARKUSSEN
POUL RIND CHRISTENSEN
KOLDING SCHOOL OF DESIGN
KOLDING SCHOOL OF DESIGN
KOLDING SCHOOL OF DESIGN
EK@DSKD.DK
TM@DSKD.DK
RIND@DSKD.DK
ABSTRACT
This paper offers a typology for understanding design
fiction as a new approach in design research. The
typology allows design researchers to explain design
fictions according to 5 criteria: (1) “What if scenarios”
as the basic construal principle of design fiction; (2) the
manifestation of critique; (3) design aims; (4)
materializations and forms; and (5) the aesthetic of
design fictions. The typology is premised on the idea
that fiction may integrate with reality in many different
ways in design experiments. The explanatory power of
the typology is exemplified through the analyses of 6
case projects.
INTRODUCTION
Within the last couple of years there has been an
increased interest in Design Fiction as a new practice
or approach within design research (Bleecker, 2009;
DiSalvo, 2012; Grand and Wiedmer, 2010). Ever since
the advent of modern design, designers have used
fiction as a technique for experimenting with
alternative models for society or for criticising existing
ones. The imaginary urban projects of the Futurists
proposed a city where machines enabled radically new
forms of architecture and infrastructure, and in the
1920s Norman Bel Geddes envisioned what at that
time must have looked like an utopian idea: gargantuan
airliners transporting people across the Atlantic. The
ability to use design fictions for speculating about
alternative presences or possible futures is at the core
of design practice. What is new is that it is now
claimed also to be a viable road for producing valid
knowledge in design research (Grand & Wiedmer,
2010).
In this paper, we argue that in order to establish design
fiction as a promising new approach to design research,
there is a need to develop a more detailed
understanding of the role of fiction in design
experiments. Some attempts have already been made.
DiSalvo (2012) thus accounts for two forms of design
fiction in terms of what he calls ‘spectacle’ and ‘trope’.
While DiSalvo makes a valuable contribution, his
treatment is too limited for understanding other forms
of design fiction. Grand & Wiedmer (2010) propose a
method toolbox for practicing design fiction in design
research, but in fact they say very little about the
particularities of this approach. Only that it may take
the form of ‘criticising existing technologies’ as in
critical design, ‘asking unanswerable questions’ or
‘reinterpreting the past’ by transforming what is into
what could be.
We offer a typology, which allows us to explain design
fictions according to 5 criteria. The typology is
premised on the idea that fiction may integrate with
reality in many different ways in design experiments.
Since design fictions can take many forms and
variations, it is simply impossible to cover them all in
the stroke of one paper. Our typology is built up from 6
case projects, all of which use fiction in design
experiments offering alternative models for designing
the urban environment. This typology should be
thought of as an initial first step towards building a
more exhaustive framework.
We start out by defining design fiction and discussing
the role of fiction in relation to experiments in design
research. Next, we account for how design fiction is
manifested in the 6 case projects. On the basis of our
case analyses we present a table offering an overview.
Finally, we critically discuss our typology in relation to
related work.
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DEFINING ‘DESIGN FICTION’
It is the sci-fi author Bruce Sterling who originally
coined the term Design Fiction. In Shaping Things
Sterling (2005) makes the observation that designers
share many interests with science fiction writers, most
importantly a deep engagement with imaginary objects
and speculations about the future to come. But there is
a core distinction as well between design and science
fiction: “Science fiction wants to invoke the grandeur
and credibility of science for its own hand-waving
hocus-pocus”, while design fictions are typically more
practical, more hands-on. More precisely, Sterling
defines design fiction as “the deliberate use of diegetic
prototypes to suspend disbelief about change…It
means you’re thinking very seriously about potential
objects and services and trying to get people to
concentrate on those - rather than entire worlds or
political trends or geopolitical strategies. It’s not a
kind of fiction. It’s a kind of design. It tells worlds
rather than stories (Sterling, 2009).
Examples of such diegetic objects would be Auger &
Loizeau’s proposal for a battery laden with energy
made up from acid left in the stomach of deceased
family members from their last supper, which relatives
are given instead of a urn. Or Eduardo Kac’s gene
manipulated rabbit Alba that glows up in a green
fluorescent colour, because it has been cloned with the
GFP gene from deep-sea jellyfish. In the first instance,
design fiction speculates on energy being a hollow
force and suggests changes to our culturally entrenched
rituals. In the second, design fiction is used to question
the limits and consequences of gene modification and
biotechnology.
Common for all design fictions is that they can usually
be described according to a basic rule of fiction, an
imaginary, sometimes even impossible "what if"scenario. These scenarios are fictitious worlds that give
utopian or dystopian images of a possible future that
we as humans could end up in – or be challenged by.
Try to think of sci-fi films and the ”What if”scenarios”, they play out: What if we were able to
predict crime before they are committed? (Minority
Report, 2002) What if we can travel into an alternate
presence by downloading human consciousness into a
computer? (Avatar, 2009) What if everything in our
world is information? (Matrix, 1999) What if women
loose the ability to give birth? (Children of Men, 2006)
What if next generation robots took command on
planet Earth (The Terminator, 1984) What if robots
will look exactly like humans – so much that we can
fall in love with them? (Blade Runner, 1982) What if
the Earth will get too polluted to live on – and we will
have to build new cities elsewhere in the universe?
(WallE, 2008).
Design fiction raises the question of how what-if
scenarios set up conditions for experimenting with and
prototyping of possible futures in design practice as
well as in design research. To answer that question it
seems fruitful to inquire into the relation between
fiction and experiments. How to prototype the future
through experimentation?
PROTOTYPING THE FUTURE THROUGH
EXPERIMENTS
Experimentation is an essential human skill useful for
understanding our images of reality and the validity of
scientific theories about the constitution of the world.
Experiments played a crucial role in Galileo’s rejection
of Aristotle’s law of gravity. Also the works by for
example Newton, Einstein or Leonardo da Vinci were
based on experimental approaches. Experiments are
central for many sciences, yet, we know very little
about the role of fiction in these experiments. Fiction is
not restricted to some whimsical ideas of the authors
mind. A “wormhole”, which is a concept in Einstein’s
theory of relativity (the correct scientific label is the
‘Einstein-Rosen Bridge’), is as fictitious as the notion
of “cyberspace” in William Gibson’s novel
Neuromancer.
However, the purpose of using fiction in experiment in
natural science is different from design, art and
architecture. Here experiments are carried out with the
goal of verifying, falsifying, or establishing the validity
of a hypothesis (Koskinen et al., 2011; Steffen, 2012).
The experiment can thus be seen as a method of testing
- with the goal of explaining – a scientific view of how
the world is.
In design, art and architecture the experiments take on
a different role. In these practices the experiment is
used primarily to construct images of future realities or
opportunities in contrast to present realities. In design
practice experimentation can serve a range of
functions, for instance (i) trying out ideas about how to
shape the future into a preferred state (Simon, 1969);
(ii) criticising how capitalist interests, technology or
design ideology constrain our everyday life (Dunne and
Raby, 2001; Dunne, 1999); (iii) as a central tactic in
urban interventions for promoting social change
(Markussen, 2013). In design research and artistically
inclined research practices, experiments typically serve
an additional purpose, namely that of shedding light on
specific research questions (Brandt and Binder, 2007;
Niedderer and Roworth-Stokes, 2007). For instance, in
Auger & Loizeau’s Audio Tooth Implant experiments
were used to explore a post-humanist future where the
human body has been augmented through technology.
But they were also addressing a design research
question: What are the ultimate consequences of
shrinking mobile technologies?
It is through the experiment that designers, architects
and artists can explore critical questions, or address
particular phenomena or aspects of our lives,
investigate problems or remove problems. Sometimes
these experiments lead to a better world, a higher
quality of life. Sometimes they seem to do the
opposite: create new problems. This paper will not
evaluate this aspect of the experiment. Our aim is
instead to increase knowledge of how fiction can be
used as part of experimenting in design research. We
believe that the best way of gaining this knowledge is
to start by analysing how fiction is at stake in 6
selected case projects. By ‘fiction’ we do not
understand that which is non-real. Rather we find it
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seems more meaningful to operate with a continuum of
fictionality, which design fictions can embed either
conceptually or materially. At one end of the scale we
would have the purely speculative realm of design
proposals that never sees the living daylight. At the
other end, design fictions materialized to various
degrees in the form of working prototypes, parafunctional objects, or even entire cities. Rather than
characterizing fiction in terms of existence, we find it
more meaningful to understand fiction according to
two opposite aims of constructing them: utopia and
dystopia.
UTOPIAN AND DYSTOPIAN EXPERIMENTS
IN ARCHITECTURE, ART AND DESIGN
Utopias have existed since the beginning of humanity.
The first writing known is Plato’s book The Republic
dating back to 380 B.C., and much later Thomas
Moore’s Utopia from 1516. The questions spurring the
construction of utopias are timeless: How to make the
world better? How can we be living differently, with
different economics system, scientific progress, human
evolution, different political aspect – and perhaps new
values?
An utopia can be defined as an ideal community or an
imaginary society or place that contains highly
desirable or perfect qualities. Qualities that make us
feel good and happy. An utopia is therefore often a
highly pleasant place, a positive place, a place that
makes us feel comfortable. Utopia is also the place of
freedom – a place we can fully enjoy, have fun in and
relax in. A dystopia is, like utopia, an imaginary
society or place – set in a speculative future,
characterized by elements that are opposite to those
associated with utopia. Dystopias contain qualities that
make us feel uncomfortable or bad; that gives us the
feeling “that we shouldn’t be there”. A dystopia is a
place in which people live dehumanized or fearful
lives, in which everything seems unpleasant or
uncanny (as we know it from many science fiction
films). Dystopias contain – directly or indirectly – a
critique of our society – as it is today.
The boundary between utopia and dystopia is not clearcut, as the reader will experience through our pool of
examples, many projects includes both utopian and
dystopian qualities. That is, they involve utopian
qualities – but are at the same time critical. The
question is: critical in relation to what? What types of
fiction do they represent?
Design Fiction whether in the form of utopian or
dystopian experiments deals with the imagination and
materialization of possible futures. But what is the role
of fiction in these possible futures? We are aiming at
developing a more detailed understanding of the role of
fiction in design experiments by using the following 5
criteria: (1) “What if”-scenarios as the basic construal
principle of design fiction; (2) the manifestation of
critique; (3) design aims; (4) materializations and
forms; and (5) the aesthetic of design fictions. Below
we will briefly present a series of Design fiction
projects – and then from these projects draw a typology
based on the above-mentioned criteria’s. This typology
is by no means exhaustive. It will be elaborated on in
future articles
Examples of utopian projects are the capital of Brazil
Brasilia designed in an attempt to make a perfect,
functionalist city (1960); No-Stop City by Archizoom,
which manifests a designerly critique of the
standardisation implicit in functionalist architecture
and modernist urban planning; the free-town of
Christiania in Copenhagen designed by ordinary
people in an attempt to build a ”free” city based on doit-your-self mentality (1971); the artistic, anarchistic
state “AVL-Ville” in the port of Rotterdam, designed
by artist and designer Joep van Lieshout (2001); the
highly experimental buildings by Michael Reynolds,
build from recycled materials, operating off the formal
electricity grid, requiring little money to build; and the
“Protofarm 2050: The Guide to Free Farming” (2009)
by 5.5 Designer, which is about how to survive in Paris
in year 2050.
CASE 1: BRASILIA (THE PERFECT CITY)
The inauguration of Brasilia – the capital of Brazil took place on the 22nd of April 1960. Five years before
this central area of Brazil was nothing more than a
desert. The city plan was developed Oscar Niemeyer as
the main architect, Lúcio Costa as the urban planner
and Roberto Burle Marx as the landscape designer.
This giant project was decided upon by former
president of Brazil, Juscelino Kubitschek, who became
President in 1956. He invited the best Brazilian
architects to present their projects for this new capital,
which (like Dubai) rose from the desert in fast tempo.
When seen from above, Brasilia resembles an airplane
or a butterfly with a combination of straight and
rounded shapes. The city is divided into areas where
people live, with sporting and leisure area’s – as well
as strokes of commercial areas; a highly organized,
functionalist city with no likeness to the surrounding
regions, which is characterized by poverty,
disorganization and unstructured urban areas. Brasilia
manifests the design rationale inherited from Le
Corbusier and perhaps stated most explicitly in the
Athen Chartre. According to this rational the city
should be divided into work-zones, living-zones and
leisure-zones, combined with highways, public
buildings and commercial areas. Everything is planned
– nothing is left to coincidence. It demonstrates at that
time a complete new architectural form, and calls into
question the medieval city.
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Figure 1: Brasilia, Brazil
Figure 2: Archizoom, No-stop city
CASE 2: ARCHIZOOM (THE CRITICAL EXPERIMENT)
The Italian design studio Archizoom Association was
founded in 1966 by the four architects Branzi, Corretti,
Deganello, Morozzi, and two designers: Bartolini and
Bartolini. The team produced a rich series of projects
in design, architecture and large-scale urban visions.
The project ”No-Stop City”(1969) is a vision of a
quality-less city, in which the individual can achieve
his own housing conditions. It is a model of global
urbanization, which is organized the same way as a
factory or a supermarket. It presents an iterative pattern
with multiple centres and neutral, even and unbroken
lines. ”No-Stop City” offers itself as a kind of car park
filled out with inhabitable furniture whose use can be
adapted to the circumstances.
”No-Stop City” criticizes the perfect, ideal, modern
city build from economic interest and consumerism
only. It asks: What if our cities (and our lives) where
organised as if we live in a supermarket or in a car
park? What kind of view on human nature does such a
city represent? What will we become when living in
such places? ”No-Stop City” is a post-modern and
highly fictional vision that contains a direct critique of
the inherent design rationale of modernism (cities such
as Brasilia and Chandiargh). ”No-Stop City” only
exists as a model.
CASE 3: CHRISTINIA (THE SOCIAL EXPERIMENT)
In 1971 a group of young people broke down the
fences of an old military terrain in Copenhagen. At first
just to squat a playground for their children and not as
such an organised act, but more like a protest against
the lack of affordable housing and playgrounds in
Copenhagen. A month later the free city called
Christiania was born; an self-proclaimed autonomous
area of Copenhagen, which with the years contained
café’s, self-made houses in all kinds of shapes,
bakeries, kindergartens, different kinds of shops, yogacenter, theater – and a free trade of cannabis. The city
of Copenhagen looks at Christiania as a large
commune, and it is regulated by the so-called
Christiania Law of 1989. But - since it’s beginning, the
discussion on the legal status of the community has
been on-going.
In it’s starting point the young people of Christiania
had a dream; they wanted to create a free city with
space for everybody. Where you can build your own
house, open a workshop if you like, and live in a
commune with shared responsibility. They were ready
to commit themselves to this utopian project that was
not planned (in its beginning), but rose from a local
involvement, from the urge for a more progressive and
liberated life-style - and affordable housing. Today,
around 850 people live in Christiania.
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Figure 4: AVL-Ville, Rotterdam
Figure 3: Christiania, Copenhagen
CASE 4: JOEP VAN LIESHOUT (THE ANARCHISTIC
EXPERIMENT)
In 2001 the artist Joep van Lieshout (operating under
the name Atelier Van Lieshout) realised AVL-Ville – a
‘micro state’ in the port of Rotterdam with its own
constitution, currency and flag. The village contained
several workshops, production areas as well as areas
where people could live, sleep and eat.
By developing an alternative resource power plant,
septic tank and water purification system AVL-Ville
was independent from the public energy-grid. The
workshops were both functional and fictional, such as
the workshop Alcohol & Medicine or for the workshop
for Weapons & Bombs. The last one contained a metal
workshop and chemical laboratory where weapons and
bombs could be made from simple household
chemicals. These weapons and bombs could be used
for defence as well as attacks. AVL-Ville was closed
down by the Dutch Government after just one year, but
Joep van Lieshout transferred his interests in
investigating new possibility of urban living into other
projects.
AVL-Ville was challenging – through art - the idea that
it is the state that control the laws that we live by – and
which we organize our daily lives according to. It was
an inhabitable experiment, not just to look at, but also
to be lived in and lived by. As an experiment it
provoked reactions from the Dutch politicians to
consider the laws, they themselves have produced;
laws about weapon, alcohol, drugs, energy or money.
CASE 5: THE GARBAGE WARRIOR (EXPERIMENTS
WITH SUSTANIBILITY)
Michael E. Reynolds, who was portrayed as The
Garbage Warrior in a documentary from 2007, is an
American architect based in New Mexico and a
proponent of "radically sustainable living". The past 40
years he has been developing self-sufficient houses and
experimental living concepts that require little or no
mortgage payment and no utility bills.
Reynolds, builds material from recycled material, he
creates houses that can operate off the formal
electricity grid and that requires little money to build.
He has a social mission: no one on the planet of earth
should be without a home. He wants to empower
people who have nothing to build their own house.
Reynolds’s living concepts represents the idea that
even in a polluted world and in poor regions of our
world there is room for everybody – and that by
helping each other, and by using local materials people
can overcome poverty and create a home. He calls his
practice Earthships. Earthships are type of houses
made of natural and recycled materials.
Though many of Reynolds’s living concepts have been
carried out the last 40 years – the State Architects
Board of New Mexico took away Reynolds’s
credentials in 1990 (saying his constructions were
illegal and unsafe). However, his license was reinstated
in 2007. He resumed building Earthships around the
world – homes that take advances of local resources
and which require no mortgage and no bills.
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Figure 6: Protofarm 2050: The Guide to Free Farming
On the basis of these case analyses, we propose the
following typology represented in Table 1:
Figure 5: Reynolds, inhabitable prototypes called “Earthships”
CASE 6: PROTOFARM 2050: THE GUIDE TO FREE
FARMING (EXPERIMENTING WITH ECOSTRUCTURE)
The project “Protofarm 2050: The Guide to Free
Farming” (2009) by 5.5 Designer, is about how to
survive in Paris in year 2050.
It is definitely not Paris, as we know it. In Paris in year
2050 the shortage of food is the overall problem; the
citizens must hunt their own food (birds, rats, insects),
they must take advances of the plants and weed that the
city can offer – and they must cook and prepare their
food under new (extreme) conditions. The project has
the form as a handbook full of techniques for hunting,
catching and cooking, set in the unfamiliar urban
environment of Paris in year 2050.
Protofarm 2050 generates pre-emptive solutions to a
predicted problem of the future: the problem of food
shortage. It is critical by suggesting: What if in the
future our society will suffer from complete shortage of
food and therefore we will have to return to an old
social-economical structure: that of a hunter and gather
society? It is engaging – in an ironic kind of way - with
issues of food security and
resourceful environmentalism.
“Protofarm 2050: The Guide to Free Farming” was
commissioned by ICSID for the World Design
Congress in Singapore 2009.
Table 1: Typology of Design Fiction
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Table 1 offers a typology of design fiction, according
to 5 criterias. The table informs us how fiction might
integrate with reality in different ways: (1) “What if
scenarios” as the basic construal principle of design
fiction; (2) the manifestation of critique; (3) design
aims; (4) materializations and forms; and (5) the
aesthetic of design fictions. All six cases fulfil the 5
criteria by suggesting one or more examples from the
Typology of Design Fiction.
For instance, Protofarm2050 (case 6) has as its Basic
Rule of Fiction: “What if in the future our society will
have to return to an old social-economical structure in
order to survive”? It is critical by visualizing the
consequences of shortages of food. The project wishes
to exploit local resources – and place us in a particular
time pocket (that of a hunter-gatherer society).
Protofarm2050 is materialized as a prototype
(handbook of instructions) using an aesthetic that can
be referred to as “post-modernism”, since it uses irony
and parody as its main strategy.
In the project Brasilia (case 1) fiction integrates with
reality in a completely different way: Brasilia has as its
basic rule: What if we turn a desert into a hypermodern, functionalistic city, divided into work and
living zones? It is critical by ignoring the existing local
structures (of architecture in Brazil at that time) by
molding new modern mega structures into the
landscape. It propagates Modernism as the universal
answer to urban planning. As a design aim, it wants to
demonstrate a rigid totalitarian design program,
materialized as an entire city, using an aesthetic that
can be referred to as high ‘modernism’.
By using our typology the role of fiction becomes more
particular and it is possible to distinguish and compare
one design fiction-project from another.
It is interesting, for instance, to see that both Garbage
Warrior (case 5) and AVL-ville (case 4) share the same
design aim in wanting us to be independent from the
energy-grid – but uses different aesthetic means
(Sustainability versus Disruptive Aesthetics). In the
same line of thoughts Garbage Warrior (case 5) share
the same aesthetic means as the project Christiania
(case 3), namely Sustainability (re-cycling, resourceful
environtalism) as well as Grassroot-movement (folkculture, do-it-your-self), but again these two projects
has different design aims (Christiania does not wish to
be independent from the energy-grid).
DISCUSSION
Our typology is not in any way meant to be exhaustive,
as the elaboration of its five basic criteria depends on
only 6 case analyses, which are even limited to projects
and interventions oriented towards urban space.
However, what it suffers from in terms of
comprehension, it gains from the level of detail
acquired in understanding the particularities of design
fictions as an approach. This is an improvement
compared to existing research literature.
In their proposal for a method toolbox, Grand &
Wiedmer (2010) randomly detects some characteristics
of approaches, which engage in design fiction. One is
critical design where design fiction is often used to
encourage critical reflection upon how technologies
influence and constrain our everyday lives. The second
is the Dutch architecture bureau MVRDV’s method of
posing “unanswerable questions”. The third is
described as the technique of projecting outworn
societal models into the future. Such a characterization
does not provide any coherent or systematic
understanding, but points in too many incompatible
directions: the effect of design, a mode of asking, and
the re-configuration of time. In contrast to Grand &
Wiedmer who characterize the approach by individual
designers, our typology is based on insights into how
fiction may integrate with reality through design
experiments.
DiSalvo (2012) defines design fiction as either
spectacles or tropes. In so doing, he draws on
theoretical concepts external to design practice. By
categorization design fiction as a spectacle he equals
design fiction with tactics of estrangement so dear to
the Situationist art movement. By understanding design
fictions as tropes he sees design practice as a verbal
‘figure of speech’, a rhetorical practice as it is defined
in literary theory.
Our typology is developed out of a careful analysis of
the inherent experimental logic of design fiction as
they are constructed in design projects. In so doing, we
use principles and criteria from design practice
(aesthetics, materializations, design aims) as our main
distinctive traits.
CONCLUSION
The typology in this paper is meant to be the first
stepping-stone towards building a more comprehensive
framework for understanding design fiction as a new
approach in design research. In addition to the projects
discussed here, we would have liked to examine design
projects focusing for instance on the techno-culture
through experiments with computational artefacts and
body-machine hybrids as well as game-based design.
Such an investigation will be the topic of future work.
REFERENCES
Bleecker, J., 2009. Design Fiction: A short essay on
design, science, fact and fiction. Near Future
Laboratory 29.
Brandt, E., Binder, T., 2007. Experimental Design
Research: Genealogy intervention–argument.
International Association of Societies of Design
Research, Hong Kong.
DiSalvo, C., 2012. Spectacles and Tropes: Speculative
Design and Contemporary Food Cultures.
Fibreculture Journal.
Dunne, A., 1999. Hertzian tales: electronic products,
aesthetic experience, and critical design. RCA
CRD research publications, London.
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347
Dunne, A., Raby, F., 2001. Design noir: The Secret
Life of Electronic Objects. Birkhäuser, Basel.
Simon, H.A., 1969. The sciences of the artificial. The
MIT Press.
Grand, S., Wiedmer, M., 2010. Design Fiction: A
Method Toolbox for Design Research in a
Complex World, in: Proceedings of the DRS 2010
Conference: Design and Complexity. Montreal.
Sterling, B., 2009. Design fiction. interactions 16, 20–
24.
Sterling, B., Wild, L., Lunenfeld, P., 2005. Shaping
things. MIT press Cambridge, MA.
Koskinen, I., Zimmerman, J., Binder, T., Redström, J.,
Wensveen, S., 2011. Design research through
practice. Morgan Kaufmann, Amsterdam.
Markussen, T., 2013. The Disruptive Aesthetics of
Design Activism: Enacting Design Between Art
and Politics. Design Issues 29.
Niedderer, K., Roworth-Stokes, S., 2007. The role and
use of creative practice in research and its
contribution to knowledge, in: IASDR
International Conference.
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Explo ratory papers
UTILIZING THE DESIGNER WITHIN:
A HEALTHCARE CASE STUDY
ALASTAIR S. MACDONALD
THE GLASGOW SCHOOL OF ART
a.macdonald@gsa.ac.uk
ABSTRACT
LITERATURE AND THEORY
This paper explores the utilization of design skills
The idea of design without designers is hardly new. For
example, IDEO’s prototype Human Centered Design
(HCD) Toolkit (2009) is essentially the knowledge
transfer of design-led approaches used originally to
innovate in multi-national corporations and then
developed for ‘the creation of a method for guiding
innovation and design for people living under $2/day’.
The HCD Toolkit is a ‘self-start manual’ describing a
broad set of methods that can be used by non-designers
without the need for designers.
and approaches by non-designers within the
context of rehabilitation in healthcare. The author
proposes that within us all is the set of skills,
strategies and modes of thinking commonly found
in designers that, if recognised, understood and
practiced, could potentially be harnessed by nondesigners to assist them in everyday situations.
Rather than this usurping the designers’ role,
designers may have the potential to help ‘unlock’
these capabilities in others and help change the
patient-to-healthcare professional relationship.
This idea is explored using a pilot study involving
spinal cord injuries patients in rehabilitation.
INTRODUCTION
Designers often claim to possess and practice a unique
set of skills. However, the author proposes that within
us all is a set of skills, strategies and modes of thinking
commonly found in designers that, if recognized,
understood and enabled, could potentially be practiced
by non-designers to assist in helping them in daily
living. This is not only an issue of recognizing,
separating out and practicing these ‘design’ skills and
approaches, but also recognizing the conditions under
which ‘design approaches’ and ‘designing’ can occur
and indeed flourish. Using a pilot research experiment
to explore the potential of using tacit ‘design’ skills by
spinal cord injuries (SCI) survivors as part of a larger
project intended to help enhance their own self-reliance
and resourcefulness, the author discusses the kinds of
skills, thinking and strategies used by SCI survivors to
approach a particular set of problems and asks, if
ultimately left to their own devices, could non-design
individuals design without designers being present.
Kimbell & Miller (1999) revealed that designers were
not particularly articulate about the kinds, or mix, of
skills they possess. From their research they derived, a
‘design skills framework’ comprising: i) higher order
skills (intentions/purposes), i.e., the ability to
plan/order, generate/create, investigate/find out,
evaluate/judge, communicate/ present; ii) operational
strategies (making thinking explicit), i.e., the ability to
unpack wicked tasks, iterative thinking, playing with
reality, optimising values, modelling futures, managing
complexity and uncertainty, optimised decision-making,
collaborating (creative brainstorming), collaborating
(evaluating/ planning); research – seeking knowledge,
and iii) functional skills, i.e., talking, writing,
calculating, drawing, and making. More recently, a
separate author, Kimbell (2011), described different
kinds of design thinking as either: i) a cognitive style; ii)
a general theory of design; and iii) an organisational
resource.
In March 2011 the Royal Society for the encouragement
of the Arts, Manufactures and Commerce (RSA)
reported on a three-day Design & Rehabilitation
workshop at the RSA’s headquarters in London
(Campbell 2011). The RSA’s Design & Rehabilitation
project was ‘a design training initiative for people with
spinal cord injuries’ and proposed that ‘design as a
discipline, or structured thought process, can address the
dramatic loss of confidence and diminished motivation
that may result from a sudden physical impairment, and
can contribute to independence’ (Campbell 2011). The
project was originated and led by Campbell, the then
Director of Design at the RSA. She proposed that ‘it is
possible to share aspects of this technical [i.e. design]
education with non-professionals to increase their
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resourcefulness, and persuade them that they know
more than they think about how problems might be
solved’ (Campbell 2009). Following this, Campbell
identified three spinal injuries centres in the UK to work
with ‘the best local universities teaching design’ for the
next stage of this programme. The Queen Elizabeth
National Spinal Injuries Unit (QENSIU) at the Glasgow
Southern General Hospital, and the School of Design at
The Glasgow School of Art (GSA) were selected to
work together in one of these three partnerships
(Campbell, 2012).
Questions for GSA arose from the RSA’s initial work.
Although SCI survivors were able to participate in
‘designerly’ activities and demonstrate certain
designerly skills in the presence of designers during the
RSA workshop, are they only able to demonstrate
certain skills in the proximity of designers and would
they still be able to demonstrate these in the absence of
designers? If so, how long would these skills endure and
would SCI survivors be able to define problems
sufficiently well to be able to apply these skills and
approaches autonomously? Given the premise implicit
in the IDEO HCD Toolkit, the author defined a working
proposition to test with the SCI survivors: designers
have a describable set of skills they use to tackle
problems and develop solutions; everyone might have
that set of skills but not be aware of these or how to use
these in a structured way. From this arose a set of
research questions: i) what is the skills set of designers?
ii) what are the innate skills of SCI survivors? iii) what
is the match between designers’ and SCI survivors’
skills? iv) if there was a match could SCI survivors’
skills be developed by training or through a toolkit
approach to enhance their resourcefulness in tackling
the daily life challenges of SCI? v) if so, when, where
and how? This set the agenda for a GSA / QENSIU
programme of research.
From QENSIU’s perspective, as SCI poses very
particular challenges for its survivors, there was an
interest in how ‘design’ approaches and methods might
be able to help: i) staff and carers in the personalization
of SCI survivors’ treatment and access to rehabilitation;
ii) SCI survivors and their carers in the 1-year postdischarge phase which has been identified as
particularly problematic; iii) assist in the socializing,
engagement and integration of survivors into the wider
community; iv) staff improve the process of
rehabilitation and how this is delivered; and v) develop
skills in SCI survivors to promote resourcefulness and
self-reliance and decreasing the need for dependency on
carers and healthcare professionals, i.e. alter the patientto-healthcare professional relationship.
METHOD
The first stage of this 2011-2012 programme of enquiry
was divided into three phases: i) a seminar to facilitate
an initial discussion of design methods in healthcare and
of issues faced by SCI survivors; ii) a workshop to test
the initial proposition that SCI survivors possess (at
least some) innate design skills; and iii) an evaluation
phase. The differentiation and categorization of design
skills and approaches in Kimbell & Miller (1999) and
Kimbell (2009; 2011) were used as the basis for a
typology through which research questions (i), (ii) and
(iii) above could be explored and discussed.
For the second phase, a number of possible themes and
ideas for a workshop were explored. One aspect of daily
life identified by QENSIU which appeared to be
particularly problematic was the very practical
difficulties posed for SCI survivors shopping for
clothing; this encompassed a number of problems and a
degree of complexity, reflecting many daily life
situations. The workshop was structured around the
‘shopping journey’ to explore i) the range of complex
and inter-related issues for SCI survivors and ii) the
skills they utilized in tackling various problems and
issues arising from this. It comprised three separate but
related activities and an evaluation and feedback
session. SCI survivors participating were: three
outpatients in wheelchairs; one in-bed in-patient; a
further wheelchair outpatient joining later for activity 3.
A number of QENSIU clinical, ward staff and therapists
joined the workshop – but only after activity 3 - to
witness the results and to participate in feedback
occurring at the conclusion of the activities described
below.
As it was important to understand what the SCI
participants’ own innate skills were, careful briefing of
the facilitators was crucial; they were instructed not to
‘lead’ with their own ideas but to ‘enable’ the
participants to contribute theirs. SCI participants were
paired and two facilitators were assigned to each SCI
pair both to capture comments (on sticky notes) and
issues and ideas (through sketch visualization).
EVALUATION OF DATA
Phase 1: Seminar
Feedback from the SCI survivors during discussion after
each section in the afore-mentioned phase 1 seminar
was typified by SCI survivors’ ‘autobiographic’
narratives, i.e. an individual’s recounting of his/her own
history of their injuries and attempts to come to terms
and adjust to their new lives with SCI.
Phase 2 Activity 1: role-playing the personal shopper
As one key ability, not unique to but certainly wellexercised within user-centred design and co-design
approaches, is to be able to think of another’s needs, the
first workshop activity used role-playing of ‘the
personal shopper’ for their workshop partner with the
brief to identify clothing for a special occasion, where
looking good and a projection of their partner’s
individual preferences and personality were important.
The interesting observation emerging from this activity
was that, in contrast to the ‘auto-biographical’ mode
used when discussing their own personal experiences
and difficulties in the previous seminar, SCI survivors
could begin to think and act from the perspective of
another’s needs. In this type of activity the SCI survivor
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became a ‘carer’, as distinct from ‘one who was cared
for’ and was not one that QENSIU staff were used to
hearing, the autobiographical account being the norm.
opportunity to imagine and design improved ‘storebased’ shopping experiences using the problematic
issues they had indentified in Activity 2 as their starting
point. Activity 3 used the kinds of ‘what if…?’
approaches familiar to designers during brainstormingand workshop-type activities. Facilitators provoked
discussion (importantly without adding ideas of their
own), recording and helping visualize ideas that SCI
survivors volunteered. Many ideas, such as a shopping
centre collection service for wheelchair shoppers,
centralizing and storing all bags bought in different
shops until ready to leave the car park, were generated.
DISCUSSION
Figure 1. Healthcare staff at QENSIU viewing SCI survivors’
critiques of the shopping experience status quo. Still from film,
'Design and Rehabilitation', Dir. Claire Levy © 2012.
Phase 2 Activity 2: the shopping ‘status quo’
The second activity explored the ‘shopping journey’
scenario to understand how well SCI survivors were
able to identify and define problems with the status quo.
Such a shopping journey would normally involve
travelling to and arriving at a store or shopping centre
by some form of transport, finding one’s way to the
chosen department, looking at and handling clothes and
fabrics, and trying on clothing to assess fit, look and feel
and so on as part of the experience and decision-making
process. For the purposes of the workshop, the shopping
journey was deconstructed into a series of distinct stages
and, after being prompted by visual cues for each stage,
SCI survivors were asked to think about and rapidly
describe their own shopping experiences and to identify
problems and issues they had with current store-based
expeditions for shopping for clothes, describing what
happened, how this made them feel and issues they
thought needed to be addressed.
To facilitate this activity, a large format printed matrix
‘The shopping experience: the status quo’ was provided
onto which their comments and issues were located.
This resulted in a rudimentary ‘experience’ map or
‘shopping-journey’ map creating a visually annotated
critique of the status quo, identifying some key issues or
problems for potential improvement of the shopping
experience. This revealed a range of tangible interaction
and service ‘touch-points’ issues, as well as more
intangible (de)motivating, and emotionally frustrating
issues, such as parking issues, clearly seeing and feeling
garments, seeking assistance and storing bags of
shopping. Results indicated that SCI survivors were
well able to identify and specify problems, another
declared design attribute. These kinds of thinking by
SCI survivors were unfamiliar to and surprising for
healthcare staff (figure 1).
Phase 2 Activity 3: What if…?
Having discussed the problems and issues with the
shopping status quo and identified a number of key
issues and problems, SCI survivors were given the
Due to the limitations of time and resources only some
of the full spectrum of thinking modes, strategies and
skills that designers utilize during the process of
designing were explored in this workshop, i.e. none of
the ideas were prototyped, tested or refined. However,
the author has explored these later stages in the design
process, also involving non-designers in previous work
(Macdonald et al. 2012) and found similar results; under
certain conditions non-designers are capable and
sometimes adept at, e.g., prototyping experiences and
products.
In the three activities in this workshop the SCI survivors
demonstrated that, to a greater or lesser extent, they
could clearly: i) think of others’ needs; ii) identify and
detail problems with current service provision (i.e. the
shopping experience); and iii) imagine improved
scenarios/designs, all skills locatable within Kimbell
and Miller’s (1999) framework, thereby revealing that
SCI survivors possess at least some of the same skills as
designers, although perhaps not used so intuitively,
consciously or as in as practiced or structured a manner
as designers.
An early emerging question in the author’s mind was
whether a toolkit of such design approaches and
methods together with exemplary case study material
would be useful to help SCI survivors unpack and
approach some of the ‘wicked problems’ that face them
in daily living?
The research described here has its limitations. For
Activity 1, there remains the question of whether the
SCI survivors would have tended to do this of their own
volition without being facilitated. However, the simple
brief changed the mode of SCI survivor narrative from
‘self’ to ‘other’, perhaps of value in its own right for use
within rehabilitation healthcare. For Activity 2 the
shopping journey had to be preconceived and
deconstructed by the researcher, not only into the
distinct phases, but also structured to allow for the
capture of the more emotive issues as well as practical
difficulties. The envisioning of the participants’
comments and issues by the workshop facilitators no
doubt helped participants begin to specify and ‘see’ the
issues in ways that they would not have been done so
before. So although these problem-identification skills
are apparent in the SCI survivors, the approach to
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unpacking the problems and separating out the issues
was facilitated in a designerly way. Activity 3 was,
initially, the most difficult of the three activities for the
SCI survivors to engage with. One interpretation of this
might be that the status quo was so problematic that
they had become habituated to this to the extent that it
was difficult for them to imagine how the experience
could be improved and also perhaps because the idea of
exploring improved or ‘ideal’ scenarios was not one
familiar to them. However, with appropriate
encouragement, assisted using envisioning techniques
by the facilitators, some interesting ideas began to
emerge demonstrating that, once enabled, the SCI
survivors demonstrated an innate ability in some of the
kinds of speculative and imaginative skills which
designers are fond of citing as part of their own skillsset. Activity 3 created a bank of ideas that could
potentially and subsequently be prototyped, tested and
refined.
However, although a toolkit-type resource might be
useful to SCI survivors and worth exploring, would this
be sufficient in itself? In workshops such as these,
although we can demonstrate that ‘designing’ occurs
using recognizable and categorizable sets of designerly
skills and approaches, it is not only a matter of SCI
survivors developing or acquiring the designer’s
particular set of skills. Throughout this enquiry,
questions emerged such as: 1) How much exposure
might SCI survivors require through design activities
for them to begin to develop sufficient skills without
having to undertake the normal kind of training a
designer would undertake? 2) How enduring would
these learnt skills be, i.e. once the immediacy and
novelty of workshop-type experiences had receded, for
how long could they continue to apply these (i.e. would
any effect be time-limited)? 3) At what point could SCI
survivors begin to autonomously address some of the
‘wicked problems’ of daily living they face, through the
practice and application of design approaches?
We have no data to answer these questions; a
longitudinal study of the durable impact of the initial
RSA pilot has not been made, and indeed it was only
intended as an exploratory experiment which is
described more fully in Macdonald (2103). One of the
challenges of this kind of project is not only
understanding if non-designers can ‘design’ as such and
to what extent, but under what conditions can designing
be best fostered and flourish.
CONCLUSION
If self-reliance and resourcefulness are to be assisted
and developed by SCI survivors through designerly
approaches either whilst within a SCI unit such as
QENSIU or post-discharge, the challenge would not
only be to develop, within the individual, designerly
skills and methods per se but also how the requisite
conditions or environments for designing as such could
be created for - or by - the SCI survivors either within a
rehabilitation unit (in this case QENSIU) which has
(understandably) a predominantly medical/clinical ethos
with a certain kind of professional-survivor hierarchy,
or in the relatively more isolated and less supported
environment of the community or home, two very
different kinds of environments. This suggests that
training in design approaches could be developed and
practiced as an element within an in-unit rehabilitation
programme to better prepare SCI survivors prior to their
discharge from the unit, an experiment which will be
explored in the next phase of the GSA/QENSIU
research.
ACKNOWLEDGMENTS
Emily Campbell and Melanie Andrews at the RSA; Mr
David Allan, Dr Mariel Purcell and staff and patients at
QENSIU; Prof Bernie Conway of University of
Strathclyde; the Sylvia Adams Charitable Trust.
REFERENCES
Campbell, E. 2009. You know more than you think you
do: design as resourcefulness & self-reliance.
London: Royal Society of Arts.
Campbell, E. 2011. Design & rehabilitation: a three-day
workshop in design people with spinal cord
injuries. London: Royal Society of Arts. Available
at:
http://www.thersa.org/__data/assets/pdf_file/0007/
562642/Design-and-rehab.pdf [Accessed 25/05/12]
Campbell, E. 2102. Report on the RSA’s Design &
Rehabilitation project at three spinal injuries
centres. Available from:
<http://www.thersa.org/action-researchcentre/enterprise-and-design/design/design-andrehabilitation> [Accessed 12 April 2013].
IDEO. 2009. Human Centered Design Toolkit.
Available at: http://www.hcdtoolkit.com
[Accessed 16/4/2010].
Kimbell, R., and Miller, S. 1999. Design Skills for
Work. Part 2 Fieldwork Report. Distinctive Skills
and Implicit Practices, London: Goldsmiths,
University of London.
Kimbell, L. 2009. Beyond design thinking: Design-aspractice and designs-in-practice. Available from
http://www.lucykimbell.com/stuff/CRESC_Kimbe
ll_v3.pdf [Accessed 25/05/12]
Kimbell, L. 2011. Rethinking design thinking: Part 1.
Design & Culture, 3(3): pp 285-306.
Macdonald, A.S., Teal, G., Bamford, C., Moynihan, P.J.
2012. Hospitalfoodie: an inter-professional case
study of the redesign of the nutritional
management and monitoring system for vulnerable
older hospital patients. Quality in Primary Care.
May; 20(3) pp. 169-177.
Macdonald, A.S. 2013. The inner resource: enabling the
designer within us all - a case study. The Design
Journal, 16(2) pp. 175-196.
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EXPLORING REFLECTIVE DESIGN: AN
APPROACH TO DIGITAL ARCHIVES
REUBEN STANTON
LAURENE VAUGHAN
JEREMY YUILLE
RMIT UNIVERSITY
RMIT UNIVERSITY
RMIT UNIVERSITY
REUBEN.STANTON@RMIT.EDU.AU
LAURENE.VAUGHAN@RMIT.EDU.AU JEREMY.YUILLE@RMIT.EDUAU
ABSTRACT
development of new ideas regarding future digital
archives.
In this short paper we discuss our explorations with
adopting reflective design as an approach to
designing a digital archive for the performing arts.
The stakeholders in this project are diverse,
comprised of members of the partner organisation,
the public, the design team and government
funding agencies. Each stakeholder has different
expectations and skills to bring to the project. It is
proposed that reflective design with its mix of
critical reflection with a human centred design and
prototyping approach provides a methodological
framework that enables the complexities of the
project to be integrated into an action orientated
design exploration.
INTRODUCTION
From across the fields of design, technology and
cultural studies there has been increasing interest in the
role of both formal and informal digital archives in
contemporary culture. Internationally cultural
institutions are digitising their collections and moving
them online. Whilst at the same time, much new
information is only being manifest in digital form.
Consequently our engagement with cultural heritage and
contemporary cultural production is becoming
increasingly digitally mediated.
There are many challenges regarding the design of
digital archives, and not all of the challenges are
technical. This is a time where there are many
interesting possibilities for new perspectives on digital
archives, in our research project we have explored how
Reflective Design (Sengers et al. 2005) could provide a
useful frame through which to rethink the role of
interaction in digital archive design, that will enable the
PROJECT CONTEXT
The Circus Oz Living Archive Project (hereafter The
Living Archive Project) is an interdisciplinary research
project working to design, develop and analyse a
prototype of a participatory digital video archive.
Funded under the Australian Research Council Linkage
program, the research brings together researchers and
academic and industry partners from across the fields of
science, humanities, new media, performing arts and
design. The research team is working closely with
Circus Oz, building prototypes using the Circus Oz
collection of performance and rehearsal video
documentation. The project aims to drive innovations in
performance development, performance research, and
audience interaction with cultural institutions (Carlin
and Mullet, 2010).
The potential of archives as cultural entities is an area of
research and debate across a range of fields including
archive theory, Human Computer Interaction (HCI),
information design, cultural heritage and knowledge
management. While there are many interesting technical
challenges in the context of a move from analogue to
digital media, as interaction designers we are interested
in how we can utilise the possibilities of technology to
enable different ideas of what an archive could be. As
such, questions framing the project are centered around
the future of archives and our role in designing them:
What could digital archives be used for, and what could
make digital archives more useful? In what ways, and
by whom, can digital archives be accessed? What role
can interaction, play in contemporary digital archives?
In response to this line of inquiry, our research is
exploring the ways in which Reflective Design (Sengers
et al. 2005) could be a useful methodology for
overcoming some of the challenges in digital archive
design. Reflective approaches are not new to fields of
art and design, but design approaches that encourage
critical reflection are still gaining traction in the HCI
community. The general shift towards valuing reflection
could be considered part of HCI’s ‘third wave’,
encompassing such approaches as Critical Design,
Ludic Design, Value Sensitive Design and Value
Centred Design amongst others (Fallman 2011).
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Reflective Design draws on many of the threads present
in third wave HCI to form a set of principles and
strategies to assist HCI practitioners in supporting
‘critical reflection’, defined as ‘bringing unconscious
aspects of experience to conscious awareness, thereby
making them available for conscious choice’ , as
enabling more critical reflection could serve to help
‘designers [to] become more aware of the blind spots in
the structure of HCI,’ and to ‘help users be more
reflective about the role of technology in their lives’
(Sengers et al. 2005, p.50).
Reflective Design has provided the project team with
principles for enabling critical reflection both in the
project and in the archive design. A set of strategies
presented by Sengers et al.—including ‘build
technology as a probe, provide for interpretive
flexibility, give users licence to participate, inspire rich
feedback, and invert metaphors and cross boundaries’
(2005, p.65)—is a useful set of tools to begin to
examine the role of IxD in digital archives. Sengers et
al.’s argument for ‘reflection on the unconscious values
embedded in computing and the practices it supports’
(2005, p.49) could be a useful frame through which to
begin to examine some of the ‘unconscious values’
present in the HCI community relating to digital archive
design, in order to explore potential new uses of digital
archives.
THE ARCHIVE AS INFORMATION: UNCONSCIOUS
VALUES IN THE DESIGN OF DIGITAL ARCHIVES
Digital archive research in HCI often takes an approach
that could largely be classified as informational. The
‘informational’ model can be traced to HCI’s historical
and intellectual roots in cognitive science, treating
‘information’ as something that can be ‘transmitted’
through some sort of information channel or conduit
(Boehner et al. 2005). Conceiving the digital archive
through the informational model frames it as being a
repository of ‘information’, whose meaning can be
‘transmitted’ to a user via accessing the archive.
There are many examples of this ‘informational’ frame
regarding HCI research in the field of archives. Many
researchers approach the digital archive as a systemsdesign problem that focuses on metadata models and
database architectures (Davies 2011). Others focus on
interoperability (through metadata schema or other
structures) (Hunter 2003), data mining (Wu et al. 2008),
or machine indexing (Wong & Leung 2008), along with
recent attention on user participation through ‘Web 2.0’
technology (O’Reilly 2005). There are benefits to this
‘informational’ frame: treating the archive—its records,
its users, and their behaviour—as aggregates of
‘information’ can be extremely useful, as it encourages
the development of efficient methods for storing,
indexing, searching, organising and analysing
information.
This predominant focus on storage, metadata,
interoperability, systems-design and social analysis
suggests unconscious values and assumptions in the
HCI community. One assumption is that digital archives
should be treated as a problem of data indexing, data
access and data analysis. More deeply embedded is the
assumption that what people want from archives is
predictability, efficiency, repeatability, ‘related’ data
sets, and information that aligns with an algorithmic
picture of social relations. Informational approaches can
be restrictive in that they assume some level of knowing
what you want from the archive: there is little room in
the ‘information access’ paradigm for the addition or
construction of multiple interpretations and/or multiple
meanings, nor is there room for much ambiguity,
serendipity or unexpected discovery. In fact, it is well
acknowledged in the archive community that archives
do not just ‘contain’ meaning, rather, they are socially
constructed (Featherstone 2000) and are layered with
existing and potential meaning(s) (Nesmith 2006). It is
in this context that we believe Reflective Design could
be an effective methodology for overcoming the
limitations of an information dominant schema that
permeates digital archive design.
REFLECTING ON THE ROLE OF INTERACTION
DESIGN IN CONTEMPORARY DIGITAL ARCHIVES
In a 2002 paper, archivist and digital preservation
pioneer Margaret Hedstrom asked some important—and
as-yet unresolved—questions:
‘To whom does society grant the power to select
archives? From what stores of recorded documentation
are archives legitimately constituted? Who gets to
decide what constitutes value?’ (Hedstrom 2002, p.34)
Hedstrom’s questions provide us with a useful starting
point for a reflective discussion regarding digital
archive design. The shift towards digitisation of archival
records, combined with a move towards participatory
digital environments and ‘cultures of participation’
(Fischer 2011) is a cause of many problems for
contemporary archivists and archive theorists.
Alongside a postmodern shift in the discourse around
archives, digitisation has served to break down the
traditional ‘authority’ of the archive and the archivist
(Ketelaar 2001; Millar 2010), causing debate around the
role of the archivist in managing the archive, and the
role of the user in their relationship with the archive. In
response to this debate archivists have argued for for
more ‘traces’ and ‘imprints’ of people in archives, in
order to better reflect the postmodern nature of the
contemporary archive and a more open-ended use of
digital archives (Ketelaar 2001; Manoff 2006; Huvila
2008). The transition of the archive from analogue to
digital raises with it many issues that are beyond the
simple act of digitising, data access, and data storage.
Often when archivists consider the role of technology,
their focus is on ‘the creation of records, their capture
and storage, and the standards, processes, and
procedures necessary to attain immutability, integrity,
authenticity, and permanence’ (Hedstrom 2002, p.23).
As such it could be argued that the archivist also adopts
an ‘informational’ approach to the connections between
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the archive and technology. Just as a designer may not
understand the complexities of archival law, methods
and traditions of care; an archivist may see technology
as a tool that has certain capacities, and not all its
'material' possibilities.
This has raised important questions for the research
team: What does it mean to design an archive that
affords challenges to ‘archival authority’? How might
we design a digital archive that affords the messiness
and multiplicity of the contemporary archive, especially
one as open to interpretation as an archive of circus
performance?
In response, we have adopted the stance that it is in the
user’s interactions with the archive that authority is
challenged and meaning is constructed. Using this view
we can begin to move away from the ‘informational’
paradigm and into the ‘interactional’ (Boehner et al.
2005). It is here that the role of the interaction designer
becomes valuable, as the interaction designer controls
the realm of possibility: every interface-design choice
that we make has profound effects on the relative
accessibility, importance, legitimacy and usefulness of
archival records. When we think ‘interactionally’
instead of ‘informationally’, it is the range of possible
interactions with the archive that determine the
archive’s subsequent use and value.
REFLECTIVE DESIGN IN THE LIVING ARCHIVE
PROJECT
In the Living Archive Project, we are examining the
design and use of the archive from the perspective of
user interaction. Using a Reflective Design frame, we
are experimenting with ways that might break down the
predominant ‘informational’ view of the archive. The
following examples refer to some of the strategies
offered by Reflective Design, detailing how we are
applying them in our research:
Build technology as a probe. The Living Archive
(http://archive.circusoz.com) is a prototype designed for
learning about the archive in use and to engage with
Circus Oz about potential new uses and applications of
the digital archive in practice. But it is also the ‘real’
archive that Circus Oz uses in its everyday practice of
archiving of performance video and engaging with
audiences. In this way the archive performs two parallel
functions: a useful tool for Circus Oz (which encourages
adoption and situational use), and a technology ‘probe’
that is a research tool for learning about digital archives.
Provide for interpretive flexibility. We are treating the
archive as being layered with multiple levels of
meaning, rather than being comprised of a single,
archivist-controlled set of records and metadata. This
conceptual model embraces multiple interpretations that
can be added and modified without breaking the
underlying ‘canonical’ data in the archive. This concept
has been implemented through a database design that
allows multiple parallel annotations of time-based
media, and interfaces that can present both controlled
hierarchies of data, or ‘flat’ context-free data depending
on the task at hand.
Give users licence to participate; inspire rich
feedback. We are exploring opportunities for users of
the archive to leave traces of their activity throughout
the archive. We are framing much of the interaction
with the archive as a form of storytelling and
‘construction of meaning’, which is informing the
design choices that we make. One example is the
naming of time-based annotations on videos ‘stories’
rather than ‘comments’ to encourage a narrative frame
of mind when adding annotations. Another example is
the ability for users to reorganise the archive into their
own ‘collections’ with interstitial annotations to
describe the new relationships that they are creating.
Invert metaphors and cross boundaries. By
empowering users to curate and collect we are inverting
the traditional authority of ‘the collection’, enabling the
digital archive to present multiple ‘collections’ in the
same digital space. To support these behaviours, we
designed the archive as an ‘API’ (Application
Programming Interface) to archive content, which
refocuses our own design actions on figuring ways of
designing with and through the archive, producing
multiple, parallel ‘archives’, as opposed to designing
one particular interface to ‘an archive’. Returning to
Hedstrom’s questions regarding ‘what constitutes value’
in digital archives: if we can design open architectures,
frameworks and interactions for digital archives that
invite participation, perhaps users can decide what
constitutes value, in ‘their’ archive
DISCUSSION: EXPERIMENTING WITH REFLECTIVE
DESIGN AS A FRAME-SHIFTING APPROACH
Over the past 2 years the interdisciplinary research team
involved in the design and manifestation of the Living
Archive has identified some strengths of adopting a
Reflective Design methodology for the research and
design of this particular digital archive. These include
the following:
Encouraging the rethinking of unconscious values.
The information processing frame is ‘deeply engrained
in the practice of HCI’ (Boehner et al. 2005, p.60), and
we would argue that stepping away from this default
‘informational’ approach to the archive is the first step
in enabling new possibilities regarding digital archives.
Turning attention to participation and interaction
instead of information. Reflective design could break
the ‘either/or’ paradigm of information structures,
shifting our focus to the potential multifaceted use of
archives rather than just how information is stored and
accessed.
Reflective Design could shift design focus to tacit
knowledge. Tacit knowledge is considered by many
contemporary archivists to be an important element of
meaning construction in archives (Ketelaar 2001; Millar
2010), above and beyond the ‘information’ stored in the
archive. Using critical reflection about the role of
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archives could help the design of archives that facilitate
the creation of these other types of meaning.
CONCLUSION
In response to the growing importance of digital
archives in our society, there is a pressing need to
develop new and innovative approaches to digital
archive design. While the HCI community continues to
push the boundaries of ‘informational’ approaches to
digital archives, we believe that these approaches do not
necessarily address some of the problematic issues
raised by the archive community in the transition from
analogue to digital archives, especially when we begin
to frame archives as ‘living’.
We have begun to explore how digital archive design
could benefit from ‘third wave’ HCI approaches that
encourage us to reflect on underlying assumptions in
our designs, and we have considered Reflective Design
as one approach that could offer much to contemporary
digital archive design. This strategy helped our project
team embrace the open-ended nature of the
contemporary archive and think about the archive in
new ways to produce tangible design outcomes that may
not have been otherwise considered. Reflective Design
can be a useful strategy for rethinking the role of
interaction with archives in order to move away from
the predominant ‘informational’ paradigm, it could also
serve to direct attention to potential new uses of
archives in society.
ACKNOWLEDGEMENTS
We would like to thank the reviewers of this paper for
the insightful comments and feedback. We would also
like to acknowledge the entire research team and project
supporter for making this project possible. In addition to
the authors these include: Kim Baston, David Carlin,
Mike Finch, Lukman Iwan, Linda Mickleborough,
Adrian Miles, Laetitia Shand, Peta Tait and James
Thom. The Circus Oz Living Archive project is a
partnership between RMIT University, Circus Oz, the
Australia Council, La Trobe University and The Arts
Centre, funded by the Australian Research Council
Linkage program.
REFERENCES
Boehner, K. et al., 2005. Affect: from information to
interaction. In Proc. CC 2005. New York, NY,
USA: ACM, pp. 59–68.
Carlin, D. & Mullett, J., 2010. Performing Data: The
Circus Oz Living Archive. In eResearch
Australasia 2010. Gold Coast.
Davies, S., 2011. Still building the memex.
Communications of the ACM, 54(2), pp.80–88.
Fallman, D., 2011. The new good: exploring the
potential of philosophy of technology to contribute
to human-computer interaction. In Proc. CHI
2011. New York, NY, USA: ACM, pp. 1051–
1060.
Featherstone, M., 2000. Archiving cultures. The British
journal of sociology, 51(1), pp.161–184.
Fischer, G., 2011. Beyond interaction: meta-design and
cultures of participation. In Proc. OZCHI 2011. pp.
112–121.
Hedstrom, M., 2002. Archives, memory, and interfaces
with the past. Archival Science, 2(1), pp.21–43.
Hunter, J., 2003. Enhancing the semantic
interoperability of multimedia through a core
ontology. IEEE Transactions on Circuits and
Systems for Video Technology, 13(1), pp.49–58.
Huvila, I., 2008. Participatory archive: towards
decentralised curation, radical user orientation, and
broader contextualisation of records management.
Archival Science, 8(1), pp.15–36.
Ketelaar, E., 2001. Tacit narratives: The meanings of
archives. Archival Science, 1(2), pp.131–141.
Manoff, M., 2006. The Materiality of Digital
Collections: Theoretical and Historical
Perspectives. portal: Libraries and the Academy,
6(3), pp.311–325.
Millar, L., 2010. Archives: Principles and Practices,
Neal-Schuman Publishers.
Nesmith, T., 2006. Reopening archives: bringing new
contextualities into archival theory and practice.
Archivaria, 60(60).
O’Reilly, T., What Is Web 2.0 - O’Reilly Media.
Available at: http://oreilly.com/web2/archive/whatis-web-20.html [Accessed August 13, 2012].
Sengers, P. et al., 2005. Reflective design. In Proc. CC
2005. New York, NY, USA: ACM, pp. 49–58.
Wong, R.C.F. & Leung, C.H.C., 2008. Automatic
Semantic Annotation of Real-World Web Images.
IEEE Transactions on Pattern Analysis and
Machine Intelligence, 30(11), pp.1933 –1944.
Wright, P., Wallace, J. & McCarthy, J., 2008.
Aesthetics and experience-centered design. ACM
Transactions on Computer-Human Interaction,
15(4), p.18.
Wu, X. et al., 2008. Top 10 algorithms in data mining.
Knowledge and Information Systems, 14(1), pp.1–
37.
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AN EXPERIMENT WITH THE VOICE TO
DESIGN CERAMICS
FLEMMING TVEDE HANSEN
THE ROYAL DANISH ACADEMY OF FINE ARTS –
THE SCHOOL OF DESIGN
FTH@KADK.DK
ABSTRACT
with a 3D interactive and dynamic system to create
As the voice is among the main communicative and
expressive parts of the human, a part of the overall
project is made to investigate what the voice is capable
of creating in 3D ceramics. Specifically, this paper
focuses on one experiment in the exploration of a digital
interactive design tool that uses voice as input and 3D
physical form as output by rapid prototyping. However,
the main idea is to explore the human voice as a tool for
interaction rather than e.g. to express audio as an artistic
expression.
ceramics from the human voice and thus how
LITERATURE AND THEORY
This article is about how experiential knowledge
that the craftsmen gains in a direct physical
interaction with a responding material can be
transformed and utilized in the use of digital
technologies. The article presents an experiment
digital technology makes new possibilities in
ceramic craft. 3D digital shape is created using
simple geometric rules and is output to a 3D
printer to make ceramic objects. The system
demonstrates the close connection between digital
technology and craft practice.
INTRODUCTION
The overall field of this research is about integration of
digital technology in the field of 3D design, especially
in fields rooted in arts and craft. In this case it is about
how experiential knowledge of crafts rooted in ceramics
is transformed and utilized in the use of digital
technologies. Thus experiential knowledge represents
the idea of an intuitive and humanistic crafting and tacit
knowledge according to Dormer (1994).
The approach in this study is driven by a desire to
humanize the use of digital technology in the field of 3D
design. By humanizing is meant that the involvement of
the body is being exploited. It can be hand gestures,
body movement, or as in this experiment, the voice,
forming the basis for an interaction through digital
technology. This is seen as in contrast to the
predominantly use of mouse clicks and typing numbers,
which does not utilize the body as a tool to accentuate
the design with digital technology.
The project builds on McCullough’s (1996) idea about a
close connection between digital work and a crafts
practice, and that the hand- and brain activities related
to computer technology may be analogous to practical
activities where tacit knowledge, according to Polanyi
(1966) is involved. McCullough’s research is based on
studies of crafts; design processes and tools related to
fundamental human activities. McCullough suggests
that computer systems should be developed much more
from the user's perspective.
In this study the overall aim is to support the designer to
utilize tacit knowledge within the use of computer
technology in the experimental and creative stage of
sketching in the design process.
The approach for exploring this is based on an idea of
material as an inspiring partner in the design process.
By exploratory and playful interventions and by being
attentive to the response of the material an
understanding is obtained and thus the material works as
a partner in the design process. Manuel de Landa (2002)
describes such interplay as …a form that we tease out of
those materials as we allow them to have their say in the
structures we create. The ceramicist Bernard Leach
(1940) describes it as ….a living embodiment of the
intention… and crafting and execution as a unity that is
intuitive and humanistic - One Hand, One Brain
(Bernard Leach 1940).
This approach is based on a craft based design approach
that Hansen (2010) calls interactive material-driven
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designing. The approach is characterized by two levels,
forming a whole. A first level is to identify and develop
a potential of a material, e.g. the potential of liquid clay
to create patterns by gravity. A second level is to
explore and realize the potential by producing a number
of representative 3D examples of what can be done and
how. This is about an intimate interplay or we can in
this case call it interaction between the designer and the
responding material at the very moment in the process
of giving form by physical interventions. The two levels
are coherent and interrelated and developed over time
through experiments, and reflected as a unique artistic
fingerprint in the final artefact.
Hansen's conclusion is that such an approach to
designing is utilized with digital technology when the
designer develops his/her own digital interactive and
generative system, or we can in this case call it
responding digital material. This study constitutes such
an approach exploring a digital interactive design tool
that uses voice as input.
The aspect of interaction within digital technologies
with such a generative potential regarding audio is well
known in the field of event-based productions such as
computer games, interactive art installations,
performances etc. Such use employs digital technology
as part of its own medium and makes up a clear
distinction when compared to a digital design tool for
making independent works of art (Paul, 2003); the
purpose of this project.
Nevertheless experiments with audio based digital
systems have also headed in the direction of
independent works of art. Reflection by A. Fischer and
B. Maus (2008) is a data sculpture based on a FFT
frequency spectrum analysis, which was performed on
audio clips and arranged in a 3D coordinate system
consisting of frequency and time. Their final sculpture
was created with a CNC Milling Machine. Another
example is Jan Henrik Hansen’s (2012) sculptural work,
which focuses on the interpretation of music into space
and form with a digital technique, dealing with the wide
spectrum of music, from single sounds to whole
arrangements. A third example is Sound Surface - 3D
printed pots by Jonathan Keep (2012) which represents
a series of pots generated from sound data based on
musical pieces, and computer code using the processing
programming language to create 3D digital surface
texture. The captured digital files are following 3D
printed in clay.
On one hand these examples deal with an experimental
development of the designers own generative digital
material based on an audio input, and an output to a 3D
Rapid Prototyping techniques to make 3D result. That is
quite related to present project. On the other hand these
related examples make up a clear distinction to present
project by using already composed musical pieces
compared to this study’s idea of using the human voice
as a tool in the very moment of form-giving. Present
study distinguishes itself exactly by the real time
interaction between the designer’s voice and the digital
material and thus by an intimate interplay according to
the idea of interactive material-driven designing.
Furthermore present study distinguishes itself by solely
being a tool for 3D designing rather to express audio as
an artistic expression.
DATA AND METHODS
In this research the research through design
methodology (Frayling, 1993) is employed which for
this purpose is defined as an experimental design
practice that is part of the design research and
contributes empirical data. The method is explorative
and experimental, which in this study means that the
research questions and empirical series of experiments
are produced and developed in the process of research.
This approach is seen as a reflection on action similar to
Schön’s ideas (1983). The method begins with a
definition of a frame for carrying out experiments,
which reflect the overall research question. In this case
it reflects how the ceramic craftsmen utilize experiential
knowledge within the use of digital technologies
specifically with voice interaction. This approach is
inspired by Binder and Redström’s (2006) notion of
exemplary design research.
… by creating examples of what could be done and how,
i.e. examples that both express the possibilities of the
design program as well as more general suggestions
about a (change to) design practice.
The intention with this paper is to give an insight into an
experiment in this frame and the potential it exhibits
AN OVERVIEW OF THE DIGITAL INTERACTIVE
SYSTEM
In this study the experiment is about a digital interactive
design tool that uses voice as input and 3D physical
form as output.
An overview of the system can be seen in figure 1. It
consists of an audio feature estimation module, a shape
creation module, and a 3D print module.
Figure 1: The overview of the digital interactive system
AUDIO FEATURES
It is necessary to know which audio features that are
used for the system. This will provide understanding of
the complexity and dynamic utilized in the generative
system and in the 3D geometry that the system
produces.
To extract the wanted audio features from the voice the
software Max msp has been utilized. In this case three
bands of frequencies; Low, Mid and High are extracted.
Furthermore Loudness, which in this case is defined as
the average of the amplitude on the number of samples,
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entered every 33 milliseconds. Examples of the
extracted values from Max msp can be seen in figure 2.
dependent on different audio features’ input. If there are
no inputs the shape will appear as a dense mass.
The relation between audio features and geometries in
present experiment is as follows:
Spiral 1, defined by forms of spheres: height=High,
radius=High, number of rotations=Low and the size of
the forms of spheres=Loudness.
Figur 2: Extracted values from Max msp
SHAPE CREATION
By the use of the computer engine, Unity 3D (see figure
3) the different audio features was utilized for a
parametric setup, and input to several coherent and
interrelated geometries forming a whole using simple
rules.
The overall shape consists of two spirals defined by two
kinds of geometries. Furthermore the two spirals are
connected by cylinders (see example at figure 3) to
make a whole. Spiral 1 is defined by forms of spheres
(see figure 4, left) and Spiral 2 is defined by crosses (see
figure 4, right) The spirals have been chosen to
investigate the complex relationship between two
curved lines in a 3d space with the purpose of
discovering new unforeseeable shapes. Furthermore this
is clarified and emphasized by the contrast of spheres
and crosses respectively.
Spiral 2, defined by crosses: height=High, radius=High,
number of rotations=Low and the size of the
crosses=constant.
Furthermore the distance between the spirals and thus
the size of the cylinders are defined by Loudness.
This generative system is reflecting the first level of
interactive material driven designing; the identified and
developed potential of a digital material.
Intervention makes it possible to obtain an
understanding of the responding material. This is going
on in real time, which means the response is
immediately, and if there is no intervention the shape
will return to its initial shape as a dense mass. This
exploratory and playful intervention is referring to the
second level of interactive material driven designing; an
intimate interplay between the designer and the material
and being attentive to the response. Furthermore the
overall shape can be frozen any moment and exported
as a 3D printable file. Thus the potential of the system
can be explored and realized. A number of
representative 3D examples of what can be done can be
viewed in figure 5.
Figure 3: The interface of the computer engine, Unity 3D with an
example of the overall shape.
Figur 5: A number of representative 3D examples of what can be done
with the responding system.
3D PRINT
Figur 4: Geometries on the spirals. Forms of spheres and crosses
respectively.
The height, radius and number of rotations are based on
different audio features as a parametric input. Also the
size of the geometries at figure 4 and the distance
between the spirals (thus also the cylinders) are
In figure 6 a digital shape is shown as created in
ceramics by the use of a 3D powder printer from ZCorp.
The recipe for utilizing ceramics powder in this 3D
printer is based on the research by University of
Washington Department of Mechanical Engineering in
Seattle, Washington (Ganter, Storti, & Utela, 2009).
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can be transformed and utilized in the use of digital
technologies.
Furthermore the experiment has shown how digital
technology with voice interaction makes new
possibilities in ceramic craft. A main finding is how the
high amount of audio features provided by the human
voice at a time in interplay with interrelated geometries
contributes with a high degree of complexity.
ACKNOWLEDGMENTS
The author gratefully acknowledges the assistance in
programming provided by Carl Emil Carlsen and The
Danish Centre for Design Research for funding the
project.
Figure 6: The digital shape is shown as created in ceramics by the use
of a 3D powder printer from ZCorp
EVALUATION OF DATA
A digital interactive design tool that uses voice as input
and 3D physical form as output has in this experiment
been explored. The main idea has been to explore the
human voice as a tool for interaction rather than e.g. to
express audio as an artistic expression.
Firstly a 3d interactive and dynamic real time system
based on a number of audio features has been
successfully developed. Secondly it has been explored
by interventions and a diverse number of representative
3D examples of what can be done have been realized.
Furthermore the digital shape has been realized in
ceramics by the use of a 3D powder printer from ZCorp.
RESULTS AND DISCUSSION
The number of representative 3D examples has shown a
high degree of diversity and thus how the high amount
of audio features in interplay with the interrelated
geometries contributes dynamic and complex results.
Thus the voice is an exceptional tool for interaction
because it contributes with high amount of audio
features at a time. In this case it places the performer
between having control and not having control. That is
about unpredictability, - and surprising and useful
results. A certain control is needed and can only be
obtained by interventions and experience. This is about
an intimate interplay between the designer and the
material and by being attentive to the response,
according to the idea of interactive material-driven
designing. This is also what links crafting and execution
as a unity that is intuitive according to Dormer (1994)
and Leach (1940) and thus how experiential knowledge
will be obtained. In this process it will be possible to
grasp and capture dynamic and unique moments for 3D
printing, which will reflect an individual artistic
fingerprint. Thus the craft-based designer can utilize
his/her experience about experiential knowledge in the
use of digital technologies.
CONCLUSION
The experiment has successfully shown how a craftbased design approach based on experiential knowledge
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Paul, C. (2003). Digital Art. London: Thames &
Hudson.
Polanyi, M. (1966). The Tacit Dimension. USA: The
University of Chicago Press.
Schön, D. (1983). The Reflective Practitioner. How
Professionals Think in Action. New York: New
York: Basic Books.
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ARTIFICE, THE SEMIOSPHERE, AND
COUNTER-CONSCIOUSNESS (OR)
A MODEL FOR A COUNTER-DESIGN
AND DESIGN RESEARCH
JOSHUA SINGER
SAN FRANCISCO STATE UNIVERSITY
JSINGER@SFSU.EDU
ABSTRACT
If we are to find a future in the practice of design
INTRODUCTION
(this paper limits itself to graphic design and
The very compact synthesis of theories just articulated
could also be listed as an integrated set of models:
design research) which aims to assist in the
evolution of culture (as opposed to perpetuating
the “closed” stabilizing system of culture and
language, the persistent heterogeneity, conventions
and givens), design might pivot (a designerly
thing, as simple as to turn as a slight of hand or as
a playful manipulation as in Détournement) to a
critical and discursive practice of counter-design.
Abandoning the territory of commercial practice
for an experimental counter-practice, design
becomes an active agent in the “open” system of
culture and facilitates the adaptation and evolution
of culture to new forms.
While the call for new critical practices of design
is nothing new, (Margolin 2003) there is a scarcity
of models. This exploratory paper postulates a
model, one of counter-graphic design constructed
by theories of semiotic space, graphic design as a
language of artifice, and transformative counterconsciousness.
A. Within the semiosphere (Yuri Lotman’s model of
the complex of semantic space by which language
structures and thereby creates culture), the language
of graphic design (one of many languages), by way
of its syntax and its artifacts (or as semiotics would
term, its “texts”), structures cultural forms. Graphic
design is a diecasting mechanism (Lotman 1978)
either supporting culture’s homeostatic functions
and preserving stasis and unity (a “closed” system)
or creating difference and structuring new forms
that facilitate cultural adaptation and evolution (an
“open” system.)
B. Vilém Flusser proposes that design is a craft of
cunning and artifice (Flusser 1995). For example,
within Lotman’s semiosphere, graphic design is a
semantic craft articulating and shaping the “real” to
text/image and making it artificial – an act of
artifice. Without conjuring negative connotations, it
is deceit.
C. Graphic design and its products (its texts), by
means of its common functions within cultural
production1 and its utilization of conventions to
ensure cultural connections with its audience,
perpetuates culture’s stabilizing functions. A pivot
of graphic design’s practice away from this
function to a destabilizing (or critical) one, creates
what Marcuse terms a counter-consciousness
(Marcuse 1978) challenging presumptions, and
shaping difference and new realities.
D. A conscious articulation of a counter-practice is a
counter-design, reflective and discursive. To quote
1
Mainly capital, see marketing, branding, advertising, even the
innocuous construction of identity in the forms of typographic styles,
styles of way-finding graphics, etc.
1
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Superstudio, the radical Architecture firm that
coined the term, it is “the activity of designing
understood as philosophical speculation, as a means
to knowledge, as critical existence” (Ambasz,
1972).
A) GRAPHIC LANGUAGE WITHIN THE SEMIOSPHERE
/ THE LINGUISTIC STRUCTURING OF CULTURE
Yuri Lotman’s theory of the semiotic continuum, the
semiosphere (modeling itself on the biosphere) is a
contained, self-regulating ecological system structured
by language. Like the biosphere, it can be seen both as a
whole and as an interconnected, interdependent,
systemic complex; a semiotic organism of nested
semiotic organisms.
In Lotman’s theory, the primary task of culture “is in
structurally organizing the world around man …”
(Lotman 1978)
with language functioning as a
“diecasting mechanism” creating an “intuitive sense of
structuredness that with its transformation of the "open"
world of realia into a "closed" world of names, forces
people to treat as structures those phenomena whose
structuredness, at best, is not apparent” (Lotman 1978).
I would argue that in the highly mediated landscape of
contemporary culture, graphic/visual language (a subset,
or semiome, within the larger and more general
semiosphere) plays a significant role as a “diecasting
mechanism. It structures the “open” world of reality into
a “closed” world of visual “names”. It structures and
forms reality.2 We design reality. Or as Tony Fry (2003)
states “Humans design, but are, in turn, designed by
what results from this designing — be it as things,
symbolic forms or traditions.”
B) GRAPHIC DESIGN AS ARTICULATION AND
ARTIFICE
Vilém Flusser in his essay “About the Word Design”
(1999) explores the semantic and etymological
development of “design” and its function between art
and technology. He points out that the Greek word for
art, “techne”, means to give form and so the
“technology” of design is to shape things, to give form
to the formless or visibility to the invisible. The Latin
equivalent of techne is “ars” and its diminutive is
“articulum”, “something twisting around something
else; a wristjoint, for instance” (Flusser, 1999). Design
is not simply to give form but to turn and twist so we
can “see properly” (Flusser 1999).
Lotman’s structural diecasting mechanism of culture
functions similarly. The cultural and semiotic
mechanism of graphic/visual design “casts” forms. It
also “articulates” but not by the common meaning of
2
Clearly other forms of aesthetic production are at work here. Film,
television, literature, art, the multi-variant forms of the Internet all
have significant roles. All of these forms, and others, constitute
subsets of the semiosphere. For the sake of this work, I am limiting
my argument to graphic design. This would include all graphic forms
and would cross over various media.
putting to words a specific idea, but rather to Flusser’s
more complex meaning of turning, maneuverability, and
artifice. It articulates the “real” into text/image and
makes it artificial. It is by artifice then that
graphic/visual language structures the world of reality
into a world of visual/textual “names”.
C) COUNTER-CONSCIOUSNESS AND CULTURAL
RENEWAL
“The reform of consciousness consists solely in… the
awakening of the world from its dream about itself”
(Marx 1932).
It is not hard to argue, or simply imagine, that
contemporary consciousness is in a dream state,
absorbed by the apparitions constructed by culture.
Herbert Marcuse, contends that art does not produce
illusion (an argument against a Marxist social realism)
but rather postulates alternatives to an accepted reality
creating a counter-consciousness, a “negation of the
realistic-conformist mind.” (Marcuse 1979) He states
that “Art’s separation from the process of material
production has enabled it to demystify the reality
produced in this process. Art challenges the monopoly
of the established reality to determine what is ‘real,’ and
it does so by creating a fictitious world which is
nevertheless ‘more real than reality itself’” (Marcuse
1979). Distinguished from “the given” reality, it
functions as a remedy to the prevailing dream state.
Lotman posits that the "long-term memory of the
community” of society functions as a “closed” system
stabilizing culture. (Lotman 1978). Placed within
Marcuse’s model, this functions as a mechanism for the
continuation of the prevailing realistic-conformist mind
or “the given”. Within the semiosphere, culture
generates and sends coded semantic signals constructed
by cultural memory. These coded signals structure
cultural activity and generate behavior (the future).
Behavior, though, is an “open” system and, by way of
additional inputs, generates adaptability and change and
a “self renewal” of culture. (Lotman, 1978)
Within the semiosphere exists a tension between the
“closed” and “open” systems balancing the static
“given” with “self renewal”. (Lotman 1978) Graphic
design typically works with these tensions balancing the
“givens” in order to find connections and relevance, and
difference/change to create engagement and uniqueness.
Its job is to understand, navigate, and express these
domains and their boundaries. In this way, graphic
design as a structuring agent – a diecasting mechanism
within the semiosphere – is well suited to change
behavior, to add information into the “open” system of
culture.
D) ABANDONING THE TERRITORY AND SELF
RENEWAL: COUNTER DESIGN AND CRITICAL
PRACTICE
“The first attitude involves a commitment to design as a
problem-solving activity, capable of formulating, in
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physical terms, solutions to problems encountered in the
natural and socio-cultural milieu. The opposite attitude,
which we may call one of counter-design, chooses
instead to emphasize the need for a renewal of
philosophical discourse and for social and political
involvement as a way of bringing about structural
changes in our society” (Lang, 2005).
As design has a significant role in our unsustainable
predicament, and is simultaneously seen as a method
out (although we could also argue that NOT designing
is a way3), design might explore alternative and even
radical roles. If, for example, redirective practices are to
be taken seriously, we might want to seriously rethink
and challenge the cultural “given”.
A practice of counter design, as framed by Superstudio
(as well as others such as Archigram, and in tangent
practices, The Situationistes International), offers
possibilities. Abandoning the territory of commercial
practice (artifice in the service of consumption and
cultural stasis) to counter “the given”, design might
pivot and align itself to such radical paradigms as
Détournement (a turn), Surrealism (a negation of the
realist mind), and Pataphysics (a twist), to name a few.
By countering the stabilizing tendencies and the
persistent heterogeneity of culture, design becomes a
catalyst in the “open” system of culture and assists in its
self-renewal.
to think differently about urban space and to challenge
perceptions about how language influences us.
FIG 1: from the Ad Hoc Atlas of Montréal.
It uses methodological-instrumental research in
conjunction with creative exploratory inquiries through
design making. It is both experimental-hypothetical
research through design and theoretical-conceptual
research about design. It is interdisciplinary in its
integration of graphic design research and inquiries in
the construction of the urban landscape.
COUNTER-GRAPHIC & EXPERIMENTAL DESIGN
RESEARCH PRACTICE: THE AD HOC ATLAS
The author’s ongoing project, titled the Ad-Hoc Atlas,
conducts design research resulting in creative works and
is a demonstration (mostly) of the model outlined here.
Avoiding conventional outcomes of discrete projects
and artifacts, it produces instead a continuous series of
open and experimental investigations and prototypes.
While there may be findings of sorts, there is no
intention to do so. The objective is to use the tools of
design research and the discipline of designing to
develop a continuous and evolving critical discourse by
and about design.
Specifically, the project explores the operations of
graphic language in the construction of urban space
(space as the social and dialectic) viewing semiotic
space as an ecology nested within the ecology of the
urban landscape.4 It proposes that if place construction
is as much a matter of the representational and the
symbolic as the material activities of the city (Corner
2006), then we might explore and analyze the city
through graphic/visual language. The project prompts us
3
See Calvelli, John. “Design Philosophy Politics » (new) Design Is/is
Not the Problem.” Design Philosophy Politics (August 2011).
http://designphilosophypolitics.informatics.indiana.edu/?p=143.
4
Here we might use James Corner’s themes of the Urban Landscape
as an ecology and tie it more closely to Lotman; the urban landscape
is both an ecology of systems and forms, which include
semiosphere(s).
FIG 2-3: from the Ad Hoc Atlas of Montréal.
Field research is conducted using GIS (geographic
information systems) to map, track, and geolocate
graphic language in the urban environment.
Additionally, historical and contemporary records and
images are audited and collected. Findings are
incorporated into experimental explorations in the
studio using design research as making. Hard data is
commingled with fictions and fantasies as a means to
construct new narratives, and dialogue. For example,
theoretical writings are hijacked and repurposed,
historical and current maps are annotated visualizing
theoretical landscapes and propositional geographies,
information graphics render invisible conceptual
spheres, and design artifacts of the urban landscape and
historical images are constructed into visual narratives,
3
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a poetic and often cryptic tableau vivant of the dialectic
semantic space of the city.
These ambiguous narratives operate as design by using
its forms and methods of persuasion as well as its aura
of authority to poetically and purposefully confound,
challenge, and critique. It is design as a critical stance
processed through a conventional discipline resulting in
uncanny forms. The artifice of language is embraced for
its ability to leave us untethered and disoriented and
open to new vistas.
given”, it shifts our view so we can see differently. The
boundaries of research and creation, process and form,
and fact and fiction fuse into a discursive counterdesign, and an “activity of designing understood as
philosophical speculation the, as a means to knowledge,
as critical existence.” (Ambasz, 1972, p. 2) Design and
design research become active agents in the open
system of culture and by tipping the balance in the
tension of cultural forces it facilitates cultural selfrenewal and an awakening of the world from its dream
about itself.
REFERENCING
Emilio, Ambasz. ITALY: THE NEW DOMESTIC
LANDSCAPE: Counter Design as Postulation.
Museum of Modern Art, 1972.
Calvelli, John. “Design Philosophy Politics » (new)
Design Is/is Not the Problem.” Design Philosophy
Politics (August 2011).
Corner, James. “Terra Fluxus.” In The Landscape
Urbanism Reader, edited by Charles Waldheim,
21–33. New York: Princeton Architectural Press,
2006.
Flusser, Vilém, “The Shape of Things: A Philosophy of
Design” translated by Anthony Mathews, London:
Reaktion, 1999.
Fry, Tony. “Designing Betwixt Design’s Others.”
Design Philosophy Papers 2003/04, no. 6 (2003).
http://desphilosophy.com/dpp/dpp_journal/back_is
sues/paper5_Fry/dpp_paper5.html.
Lang, Peter, 'Superstudio’s Last Stand, 1972-1978', in
Valentijn Byvanck, (ed.), Superstudio: The
Middelburg Lectures, Zeeuws Museum, 2005.
Lotman, Yu. M., B. A. Uspensky, and George
Mihaychuk. “On the Semiotic Mechanism of
Culture.” New Literary History 9, no. 2 (January 1,
1978).
FIGS 4-6: from the Ad Hoc Atlas of Berlin.
CONCLUSION
Within culture’s self-regulating semantic ecology,
design articulates “turns”, artifice that enables us to see
“properly” (Flusser, 1995.) It functions within this
ecology as a diecasting mechanism structuring cultural
consciousness and the real, either preserving culture’s
homeostatic tendencies or countering them. If we
assume this, then design and design research can be
used as a critical tool to stage narratives and
provocations as a parry, a contrarian response or action,
to challenge these tendencies. As an experimental
practice in the creation of new forms that counter “the
Lotman, Yuri. “On the Semiosphere.” Translated by
William Clark. Sign Systems Studies 33, no. 1
(2005).
Marcuse, Herbert, The Aesthetic Dimension: Toward a
Critique of Marxist Aesthetics. Beacon Press,
1979.
Margolin, Victor. “Re-visioning Design Practice.”
Design Philosophy Papers 2003/04, no. 6 (2003).
http://desphilosophy.com/dpp/dpp_journal/back_is
sues/debate_Margolin/hot_debate.html.
Karl Marx, De Historiche Materialismus: Die
Frühschriften. Leipzig, 1932. vol 1.
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DESIGNING SOCIAL PLAY THROUGH
INTERPERSONAL TOUCH:
AN ANNOTATED PORTFOLIO
MADS HOBYE
NICOLAS PADFIELD
JONAS LÖWGREN
MEDEA MALMÖ
ROSKILDE UNIVERSITY
MEDEA MALMÖ
MADS@HOBYE.DK
NICOLASP@RUC.DK
JONAS.LOWGREN@MAH.SE
ABSTRACT
We present five design cases as an annotated
portfolio, exploring ways to design for intimate,
interpersonal touch and social intimacy in
interaction design. Five key qualities are elicited
from the cases, including novel connotations
sparking curiosity; providing an excuse to interact;
unfolding internal complexity; social ambiguity;
norm-bending intimacy. The work highlights novel
interaction design approaches fostering social play,
turning participants into performers of their own
narratives.
INTRODUCTION
Within interaction design there has been an increased
focus on understanding how to design for embodied
interaction. Existing approaches are largely divided into
either considering the aesthetics of bodily interaction
and sensory experience (e.g., Petersen & Iversen, 1994)
or focusing on the notion of embodied interaction as
situated in a context (e.g. Dourish, 2004).
core of how design research should operate, and [that]
the role of theory should be to annotate those examples
rather than replace them.”. Such portfolios serve as
actionable guides for other designers exploring intimacy
of interpersonal touch in public/social settings. We view
the works and annotations as knowledge contributions
in and of themselves. The annotations in our case
correspond to experiential qualities (Löwgren, 2009).
The projects are examples of research through
explorative design (Hobye, 2011), which is an extension
of research through design with an added emphasis on
sketching “in the wild” as a way to explore potential use
qualities - designing and experimenting in the field is
where the qualities emerge. The annotated portfolio then
becomes a way to communicate these qualities to a
wider audience within design research.
Below, we introduce the five cases and our observations
of the designs in use. Each case builds upon previous
works and illuminates different qualities. We then
combine the cases with key qualities to form an
annotated portfolio, which is finally elaborated and
related to the interaction design field in general.
FIVE DESIGN CASES
Let us introduce the five cases and the essence of our
observations:
SINGING PLANT
We combine these perspectives in the overarching frame
of designing for intimacy of interpersonal touch. Our
work includes unfolding, through the design cases, the
interaction aesthetics of touch between participants, as
well as exploring how situating touching others in
public spaces can create norm-bending intimacy
through social play (Salen & Zimmerman 2003).
The following is a synthesis of five selected cases as an
annotated portfolio (see Bowers, 2012; Gaver &
Bowers, 2012). Gaver (2012) defines an annotated
portfolio as follows: “If a single design occupies a point
in design space, a collection of designs by the same or
associated designers – a portfolio – establishes an area
in that space. Comparing different individual items can
make clear a domain of design, its relevant dimensions,
and the designer's opinion about the relevant places and
configurations to adopt on those dimensions.” Further,
“an endless string of design examples is precisely at the
Our first foray into using a biological entity as the
interface, Singing Plant was an installation consisting of
a living plant wired up as a sensitive Theremin antenna.
Participants could play music by touching or gesturing
near the plant, the sensitivity field or “aura” extending
several centimetres away from the plant. It has been
displayed in various settings, including Roskilde
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Festival 2004 and the Botanical Garden at the Natural
History Museum of Denmark.
the poles, thereby creating an electrical connection
between the two poles.
Observations: Participants quickly learned the interface
by watching previous participants. They
anthropomorphised the plant, ascribing feelings and
aura to it. In playful settings such as Roskilde Festival,
participants pushed limits and experimented by e.g.
hitting the plant to make it scream. In museum-like
social practices such as the Botanical Garden, where
vision is usually the primary sense and touching is not
normally encouraged, the installation challenged the
social practice itself and afforded new possibilities in
the space. The interactive nature of the Singing Plant
accentuates it as living and even communicating; hidden
technology altering the human-plant relationship in a
fundamental, almost mythological way. It enabled
emergent storytelling to evolve around the plant.
Observations: We had expected guidance to be
necessary to explain the unusual interface, but the
installation turned out to be so popular that participants
learned all they needed by observing previous
participants. Often a participant would go out and
“recruit” others to hold hands with. Participants were
happy to be given an occasion to approach and engage
with others – particularly of the opposite gender. It
became an excuse for re-negotiating rules for social
contact in a public setting. However, participants rarely
spontaneously experimented with more daring
possibilities: holding other body parts than hands,
kissing, discovering how how many people could form
the chain.
ELECTROLUMEN
MEDUSAE NILFISK
Electrolumen encourages touching other humans in a
less predefined way and provides multiple analog input
interfaces to simultaneously create music and control
light. Electrolumen consists of four authentic street
lights and power lines on a telegraph pole, which is
however only 1.5 meters tall, bringing an everyday but
normally distant and dangerous object easily –
disconcertingly – within reach. Participants can play
music with each other by connecting the four metal
street lamps via touch in various ways. The touch path
can be a single person or through multiple people, but as
there are more lamps than a person has hands, a
collaborative effort gives a richer result.
Medusae Nilfisk was a large interactive fire and light
installation with a focus on social interaction, made for
Roskilde Festival 2007. It consisted of three huge
jellyfish-like lamps sewn from used wartime parachutes
and kept inflated by antique vacuum cleaners. Each
sculpture was illuminated from within in all colours of
the rainbow and topped with a propane fire cannon.
Observations: As it is not enough to touch one lamp one has to connect two lamps via touch - participants
had trouble working out how to use the installation,
unless they had the opportunity to observe previous
participants. While how to touch each other was not
predefined, almost all participants held hands or at most
shoulders, few experimenting with kissing etc.
Electrolumen enabled open ended exploration; limited
intimate play was observed.
To enable the audience to trigger the fire cannons in an
engaging way that fostered social interaction, we placed
two poles in the ground, too far away from each other
for one person to reach both at once. The audience could
trigger the fire cannons by holding hands and touching
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+ Excuse to interact
Singing Plant
Medusae Nilfisk
Electrolumen
+ Novel connotations
+ Internal complexity
+ Social ambiguity
+ Norm-bending intimacy
Touchbox
Mediated Body
Figure 1: Progression of design cases and key qualities.
MEDIATED BODY
TOUCHBOX
Touchbox is a development of Mediated Body. We
designed Touchbox to understand the properties of
Mediated Body without the performer as a facilitator. It
consists of a wooden box with an old-fashioned light
bulb and two sets of headphones. It requires two
participants to don the headphones and touch each other,
creating a rich and varied soundscape in the process.
The Mediated Body (Hobye & Löwgren, 2011) is an
installation consisting of a performer, a participant and a
suit that generates sound and light controlled by how the
participant touches the performer’s bare skin (or vice
versa). The sound, a rich soundscape changing
according to interpersonal touch, is available only in
two pairs of headphones worn by the participant and
performer, “socially insulating” them from any audience
to the experience.
Observations: Mediated Body was very successful and
provided an intriguing and novel experience for many
participants. It completely altered social norms, making
relatively intimate touch between strangers socially
acceptable. The performer, an integral part of the
installation, was in himself both instigator and guide.
The work actively encourages exploration of another
human’s body, hence transgressing intimate boundaries
through innocent play.
Observations: Because the interaction consisted of two
equally novice participants, it required them to explore
the possibilities on their own. Compared to Mediated
Body with the experienced performer who acted as a
guide, the participants had the liberty to find their own
meaning in the interaction. Hence we observed more
varied interactions, from intimate to goofy. Although the
performer in Mediated Body enabled more elaborate and
more well defined interaction, Touchbox enabled what
we consider an intimate renegotiation of the interaction
space between two participants.
QUALITIES OF INTERPERSONAL TOUCH
The diagram in Figure 1 shows the cases as a conceptual
progression, where the designs build upon each other
and new key qualities emerge. This notion of
progression is not present in previously published
annotated portfolios, and we find it to be a strength in
terms of academic criticizability and grounding. The
diagram serves as a basis for further elaboration; we
will in the following develop the key qualities.
NOVEL CONNOTATIONS SPARKING CURIOSITY
The unusual connotation of making a plant sing fostered
curiosity among the participants. What emerged was
primarily curious, explorative interaction with the plant,
but also conversation around the plant about our
relationship with biological objects. Singing plant
marked the starting point for our exploration into
designing with novel connotations, for creating play
around the interface, not only with the interface. This
quality is present in all the subsequent cases.
AN EXCUSE TO INTERACT
The fire cannons in Medusae Nilfisk provided an initial,
‘external reward’ motivation, but in the course of the
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interaction holding hands and meeting new people
became just as interesting for the participants.
Triggering the gas cannons became an excuse for
interactions that could not otherwise be articulated. This
dual approach of offering an ‘excuse’ for interaction is
present in all the subsequent cases. In Mediated Body
and Touchbox we observed the intertwined interest in
exploring the aesthetics of the sounds while exploring
each others’ boundaries of intimacy at the same time.
UNFOLDING INTERNAL COMPLEXITY
Where Medusae Nilfisk was a binary interface (you
trigger the gas cannons when the two poles are
connected), Electrolumen introduced more complex and
analog interaction. Here the amount of touch,
combinations of different lamps and activity level
modulated a complex set of sound patterns. There is not
a simple causal relationship between input and output –
the interface and internal workings of the system are
complex enough to warrant exploration. This is what we
call internal complexity. Electrolumen as well as
Mediated Body and Touchbox, facilitated curious and
explorative interaction, where participants would
experiment with different ways of creating sounds.
SOCIAL AMBIGUITY
Electrolumen was our first interpersonal touch
installation that utilised an open-ended approach. There
was no obvious purpose, only different touch areas that
could be used to explore a soundscape. Participants had
to socially (re-)negotiate with the others interacting;
touch someone, create a collaborative sound or explore
the piece. This created what we call social ambiguity,
extending upon the notion of Gaver et al. (2003) to
provide enough ambiguity to allow for multiple
interpretations. The ambiguous dynamic was especially
useful for interactions that would not be socially
amenable to verbalisation, e.g. wanting to hold hands or
touch each other.
NORM BENDING INTIMACY
The full-body touch interface of Mediated Body
encouraged people to directly explore norm-bending
intimacy with the performer. The touching that the piece
asks for would normally be deemed socially
inappropriate for two people meeting for the first time.
Here they would explore how different kinds of touch
would create different types of sounds. This would often
result in quite intimate engagements. When the two
finally took off their headphones they tended to revert to
normal protocol of getting to know each other; politely
asking for names, etc. In this state of decompression
after an intense and emotionally engaging experience,
the two people had to reconstruct a ”normal”
relationship outside the intimate soundscape interaction.
CONCLUSION
This paper demonstrates possibilities to design for
intimate interpersonal touch and how this can be utilised
to create socially playful interactions between
participants. We have described five interrelated design
cases and extracted a set of five different key qualities
as abstractions, which can serve as inspiration for other
design scenarios within similar fields. We use the format
of an annotated portfolio, where the generative
knowledge contributions consist of the artifacts
themselves, the selection and juxtaposition, as well as
the annotations. This approach, representing an
alternative to theory-driven work and conventional
empirical prototype testing, appears promising for
communicating results of constructive design research
(Koskinen et al., 2009). Specifically, it preserves some
of the complexity, richness and interrelation of the cases
and thus yields a knowledge contribution that is more
criticizable and appropriable for constructive design
research peers.
ACKNOWLEDGEMENTS
Singing Plant, Medusae Nilfisk & Electrolumen were
created in collaboration with the collaborative
interactive art studio illutron (www.illutron.dk).
Bowers, J. (2012). The logic of annotated portfolios:
Communicating the value of “Research Through
Design.” Proc. Designing Interactive Systems (DIS
’12), pp. 1–10.
Dalsgaard, P., Hansen, L. K. (2008). Performing
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interactions 19(4):40–49.
Gaver, W. (2012). What should we expect from research
through design?, Proc. Human Factors in
Computing Systems (CHI ’12), pp. 937–946.
Gaver, W., Beaver, J., Benford, S. (2003). Ambiguity as
a resource for design. In Proc. Human Factors in
Computing Systems (CHI ’03), pp. 233–240.
Hobye, M., Löwgren, J. (2011). Touching a stranger:
Designing for engaging experience in embodied
interaction. Int. J. Design 5(3):31–48.
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Gallery and Beyond. Artifact 2(1):46–57.
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M. (2004). Aesthetic interaction: A pragmatist
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ARTICULATING MATERIAL CRITERIA
KAREN MARIE HASLING
KOLDING, SCHOOL OF DESIGN
KMH@DSKD.DK
ABSTRACT
This paper discusses the experiences and potentials with
materials teaching at the Institute for Product Design at
Kolding School of Design, using materials teaching as
experiments in my PhD project. The project intents to
create a stronger material awareness among product
design students with emphasis on sustainability. The
experiments aim to develop an understanding of, how
product design students include materials in their design
practice and how tools can be developed that further
enhance this. Hence experiments are essential for the
progress of the PhD project as they help to observe,
imitate and articulate the students’ inclusion of materials.
This paper particularly discusses the experiences made
and ideas generated after the execution of a material
science course for second year students, with emphasis
on the concept of the material selection matrix as an
educational tool for material exploration. The course
was the first course I was involved in as a PhD student
and has served as the first observation case in my project. The purpose of this analysis has been to explore
and demonstrate that data from material selection matrices generated during the course, help mature the tool.
Furthermore the purpose is to initiate a discussion on,
how to create educational tools for material awareness
creation in the design education e.g. by applying objective and quantitative methods in an otherwise often subjective design process.
INTRODUCTION
Koskinen et al. (2012) have proposed experiments as
being lab, field or showroom. In the experiments I will
discuss, I stress that they should try to evade interfering
with students’ work to give an objective impression of
the present situation. This setting has fieldwork characteristics. However the extracting and structuring of experimental data with the purpose of re-introducing the
tool in a course as well as planning workshops and discussion groups that aim to test the project’s hypotheses
and analyse results in a set context with lab characteristics.
According to Koskinen et al. one of the main differences between the lab experiment and the fieldwork is
that the lab experiment stresses to be subjective, whereas fieldwork should emphasize on objectivity (Ibid). As
a result I would like to propose the concept of the field
experiment (also discussed by e.g. Harrison and List,
2004) that incorporates both subjective and objective
analyses. This makes it possible to use the material science course as the frame for the experiment, to test the
hypothesis that material evaluation tools are important
for creating material awareness, and hence to produce
evidence for my further research.
MATERIAL TEACHING IN DESIGN SCHOOLS
Materials are the physical representations of product
design and therefore they play a large and essential role
in creating the identity of a product. This accounts for
technical properties such as mechanical, physical, thermal, electrical and optical properties, but just as much
for sensorial properties that are more difficult to define.
The project aims to develop the material education in
design schools with introducing tools and teaching
methods that strengthen the student’s ability to evaluate
and select right materials in the design process. An approach is to develop the concept of ‘learning through
materials’ that finds its inspiration in theories from practice-based research with origin in Dewey’s definition of
learning by doing (1938). It should be acknowledged
that design is a highly non-objective discipline with a
weight on sensorial sensitivity. This accounts for the
sense of vision as aesthetics and for the sense of touch
as tactility or haptic experience. It is however difficult
to structure sensorial impressions, as they are affected
by individual preferences and previous experiences.
The material science teaching is highly practice-oriented
with continuous links to theory; therefore the project
seeks to communicate and develop the balance between
practice and theory. The understanding of practicebased knowledge creation in the design education can
be traced back to the 20s and 30s Bauhaus School’s
foundational courses in material understanding taught
by Itten, Moholy-Nagy and Albers and the following
specialization courses in practical workshops (MoholyNagy, 1947; Fiedler and Feierabend, 1999). At Kolding
School of Design the experience is that students reflect
upon theoretical knowledge when it is used in practice
(Leerberg et al., 2010). As a result a strong correlation
between theoretical knowledge and practice-based experience is fundamental for creating an active and progressive material understanding in the design schools. Schön
designates this approach with the concept of the ‘reflecting practitioner’, that builds upon the importance of
reflection and subjective knowledge creation as vital
factors in creative practices such as architecture and
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DESCRIPTION OF THE COURSES
The students at Institute for Product Design, being fashion, textiles, and industrial design students, are taught in
two materials science courses in their second and third
semester of their undergrad studies. The knowledge
obtained in these courses intents to work as the foundation of material knowledge applied to and used in other
courses during the studies.
The first material course introduces the students to the
fundamentals of materials, with focus on textiles and
plastics whereas the second courses aims to strengthen
the students’ sustainable awareness in product design. In
the first course the students have introductory lectures
on textiles and plastics in combination with explorative
exercises followed by an individual assignment in a
total of four weeks. In the second material course
groups of three to five students are assigned to develop
a sustainable design concept in the three weeks the
course runs.
With the privilege of having two succeeding material
courses with an interval of half a year and within the
first one and a half year of the students’ education, there
is a potential in enhancing attention to the material
courses and creating a stronger connection between.
This not only in the two material courses, but also in
any other practical course at the institute. It is believed
that this can improve the material inclusion, and enrich
the discussion and reflection upon the creation of individual material understandings among students.
This paper discusses selected experiences from the second material science course. Here information input is
given as theoretical lectures in sustainability issues, potentially green materials and material functionalities,
and as continuous group guidance and discussion
throughout the course. It is important to stress that the
course is structured as a design project, using materials
as a frame. This means that the course also emphasized
on improving design process skills and therefore also
weighted brainstorming, identification of problem spaces, ideation, concept development etc.
With starting point in the subject ‘children’, groups
worked with various issues such as infantile bladder
problems, hygienic and activating lunch boxes, toys to
enhance child inclusion when cooking dinner, and customizable garments for over consumptive teenagers. As
a result the degree of sustainability considerations in the
projects also varied, but the students were obliged and
encouraged to discuss the relevance of sustainability for
the given concepts for all stages in their lifecycles, e.g.
in terms of material choice, production, use and longevity, and disposal.
METHOD
As a part of the course curriculum the students were
obliged to consider relevant materials for their concepts,
and evaluate these with respect to their application. This
was done as a material selection matrix where different
materials are benchmarked in terms of identified material properties (or material criteria). The concept is rather simple: 1) a number of relevant material criteria are
identified, 2) a number of potential materials are listed,
3) the materials are given grades for each criteria, 4) the
grades are summed, 5a) the material with the best
grades ‘wins’, 5b) and usually the students continue
developing their concept with this material.
An example of a material selection matrix made in the
course shown in figure 1. In this matrix potential materials are listed vertically and the material criteria are
listed horizontally. For each material criterion this group
has chosen to mark the material with the best rank.
Material criteria
Materials
design (Schön, 1983, 1987). Hence it is important to
create awareness among the students that activates their
senses and structures their experiences when working
with materials. Furthermore they should be encouraged
and allowed to create their own method for categorizing
materials. However they still have to be able to articulate their needs and wants in a ‘standardised’ language
understandable for others, also people outside the design
profession. Learning through materials should prepare
students to being open-minded in the choice of materials
and be able to validate materials subjectively as well as
objectively. With growing practical knowledge it becomes easier to structure and store input for future use.
The learning through materials didactics aim to help
creating coherence between tacit practical experience
and structured information that can be articulated to
others. This knowledge translation improves the hierarchical status of the knowledge, as from what Schön calls
“technical skills of day-to-day practice” to “applied science”(1987).
Figure 1: Example of a material selection matrix from the material
science course.
My experiment, however, pays little attention to the
result of the material selection matrix, but to the nature
of the identified material criteria used in the selection,
and how they have been articulated. This is to understand, how tools can help identifying essential material
criteria not only to improve the quality of products, but
also to expand the knowledge of materials and their
potentials. The exploration is based on a discussion of
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some of the experiences acquired from discussions with
groups during the course and with the attempt to create
a structure and construct a taxonomy to help recognizing unidentified material criteria.
HOW CAN MATERIAL CRITERIA BE ARTICULATED? – REFLECTIONS ON THE OUTCOMES OF THE COURSE
It became apparent how difficult it was for many students to set up criteria and compare materials in respect
to them. For some it was difficult to identify demands as
well as potential useful materials, which partly seemed
to be due to an unacquainted technical material vocabulary necessary to understand and discuss properties in
material literature and databases and partly because of
general insecurity of how strict the material comparison
had to be.
The nature of criteria for individual projects varied significantly and ranged from being ‘soft’ and intangible to
highly quantifiable. In groups using many qualitative
criteria, these were further discussed in the attempt to
‘normalize’ or translate the intended thought to comparable criteria. Not only was the intention to give the
students something to work from, but also to take them
a step further and make them discuss, what material
properties are and why the ones they had identified were
important.
The distribution of material criteria of the products’
lifecycle among the groups differentiated. It was not
considered possible to require a minimum of criteria for
each phase, as criteria depend on the individual project.
Furthermore rating the materials seemed complicated
and the higher the degree of intangible properties, the
more complex it was to make material comparisons and
the more subjective the rating became.
Because of the multifarious nature of projects, it was not
possible to make general guidelines for neither criteria
nor materials. Understanding a product also includes
understanding its potentials and drawbacks and the
identification of criteria helped the students to strengthen their projects.
A MATERIAL SELECTION TAXONOMY
The use of the material selection matrix is an attempt to
apply objective and quantifiable tools to an otherwise
often subjective design process. However in practice it
is not entirely possible. Many criteria will be identified
and included, but some will always be missing, as it is
only possible to consider material properties or functions you are aware of exist and these have to be fully
understood. Comparing materials is simpler, if the definition of the criteria is clear-cut, which requires a strong
material knowledge. Criteria usually vary with concept,
but for design students that are untrained in material
selection, a guideline with a list of properties could be
useful.. However the risk is that such a guideline is used
uncritically. Additionally too many criteria make a good
comparison difficult, especially because not all criteria
are valid for all materials, but too few criteria make a
material selection unreliable.
No matter the diversity of student projects the nature of
the identified criteria and their distribution in different
classes help to understand in which areas the material
Production
Production energy
Injection moldable
Local (Danish production)
Production
Raw material
Dyable Energy
Inexpensive production
Lasercut-friendly
Raw material
Mouldable
Material content
Energy
Odor/taste impact
Cleanable w/ cloth
Odor neutral
Maintenance
Flexibility
Flexibility
Friction
Hardness
Fiber elasticity Durability
Sound reducing
FlexibilityWater repellency
Abrasion resistance Waterproof
Washing temperature
Light weight
Melting point
Softness
Weight Suction capacity
Density
Water absorption
Dirt repellency Transparent
Dirt repellency
Substrate repellency
Elasticity
Price
Price
Crease repellency
Cleanable w/ cloth
Flammability
Smooth
Water permeable
Density
Fire
Dirt repellent
Softness
Sweat odor
Heat resistence
Maintenance Durability House dust mites
Adhesive
Isolation ability
Bonus
Dirt repellency
Consumption
Softness
Sweat transportation
Chemical degradation for recycling
Incineration
CO2-emission
Pollution
Biodegradability
Energy consumption
Disposal
Reusable materials
Disposal
Recycling
bidegradability
Incineriation
Disposal/recycling
Figure 2: Structuring of material criteria for six groups in the course
structured by three main phases in a product lifecycle. Each colour
indicates a criterion identified by individual project groups and the
horizontal line indicates the differentiation of material criteria in the
production, consumption and disposal/recycling respectively.
awareness among the students could be strengthened.
The material criteria identified for six groups in the
course were put in a criterion map separated in three
main phases of a product lifecycle. As the course were
held in Danish, the criteria were translated, which might
have caused a ‘standardisation’ of the formulation of the
criteria to fit more technical and common-used material
criteria.
Even though the students were asked to make criteria
for the material’s entire life cycle, criteria identified for
the consumption/properties phase account for two thirds
of all criteria, which can be seen in figure 2. This could
be an indication that these are more tangible and understandable for the students. Both production and disposal
are taught and discussed in the course, but the consumption phase is real and less abstract. Nevertheless with an
emphasis on sustainable product development both raw
materials/production and disposal are essential to consider.
Another interesting point is that products often consist
of multiple elements with different functions and as
Karana et al. (2010) state, it is important to distinguish
between the material itself and the product the material(s) is embodied in. As a result it can make sense to use
different materials that each have the properties desired
for the product and thereby the material selection process can benefit from defining material criteria for elements rather than for the entire product; especially if the
product contains different and separate functions. A
group tried this and even though some criteria continued
to be identical, the separation of element functions
opened up to identification of new material criteria as
well as a deeper discussion of other materials, which
were relevant to introduce in this stage.
CLUSTERING CRITERIA
The material criteria grouped in the consumption phase
were further analysed. The majority of properties here
could be related to physical attributes, but also mechan-
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ical and thermal properties are represented. The physical
properties have been divided into function that includes
absorption and transportation of media such as water,
air and light, maintenance that relates to the use of materials in terms of multiple repellences and cleaning, and
hand and touch that contain properties related to ‘direct
use’ and the senses.
The use of different colours in figure 3 illustrates the
distribution of criteria for each project. This uneven
distribution can be the result of at least two things: a)
projects have different focus and therefore different
criteria have been identified, b) people that define criteria have different knowledge and experience which affect their identified criteria.
If a) is the case, a differentiation and clustering of criteria can help illuminate, which areas of criteria that have
to be further elaborated. It can be applicable to define
primary and secondary criteria, where primary criteria
account for essential properties whereas secondary criteria can include relevant criteria that are desirable but not
crucial. If b) is the case it can be helpful to have others
evaluate criteria with respect to the concept, as this can
contribute to an identification of ‘tacit’ or ‘unknown’
criteria. In a course situation the quality of criteria can
benefit with having groups evaluating each other’s criteria and add the ones that have been identified in this
step.
Physical properties - maintenance
Maintenance
Dirt repellency
Cleanable w/ cloth Water repellency Dirt repellency
Sweat odor
House dust mites Dirt repellency Cleanable w/ cloth
Sound reducing Odor neutral
Durability Crease repellency
Durability
Waterproof Odor/taste impact Water permeability
Dirt repellency
Maintenance
Sweat transportation Water absorption
Substrate repellency
Transparency Suction capacity
Abrasion resistancy
Flexibility Flexibility
Density Softness Flexibility
Fiber elasticity Friction
Physical properties - function
Flammability Isolation ability
Washing temperature Fire
Heat resistancy Melting point
Elasticity
Mechanical properties
Economy
Thermal properties
Adhesive Light weight Weight
Density
Smoothness
Softness
Hardness Softness
ed to recognize where students might experience difficulties.
An approach is to create a taxonomy where criteria are
structured in phase of lifecycle and in clusters in the
lifecycle phases that can help illuminate if some areas of
the potential criteria space has been left out or could be
strengthened. This further introduced the idea of different natures of criteria where the tacit criterion is one.
Using this in combination with the taxonomy it is believed that articulation of material properties can be
enhanced.
Another kind of taxonomy is to perceive the design
concept as the sum of multiple elements or functions
that require various material properties and therefore
material selection matrices could be made for each of
them. This could help students to dissect otherwise
complex products. Related to this could be the introduction of separate material selection matrices that handle
tangible and intangible properties respectively.
The essence of the study is to make material awareness
an integrated part of the design process. The material
selection matrix is a tool for this, but the material selection method should become an unconscious part of the
practice to create a stronger material integration in the
design process. The experiment has shown that there is
potential in the tool and further experiments will continue this exploration, e.g. in how earlier introduction to
the tool combined with continuous guiding and use of
the tool throughout courses affect the material inclusion
in the design process.
REFERENCES
Dewey, J., 1938. Experience and Education. Free Press.
Fiedler, J., Feierabend, P., 1999. Bauhaus. Könemann.
Physical properties - hand and touch
Price
Price
Figure 3: Clustering material criteria identified as being in the consumption phase in categories of properties for six groups in the course.
The colours indicate the different groups and as a result some criteria
might occur more than one time.
CONCLUSION
This paper has demonstrated that one way to obtain
knowledge of students’ practice is to regard the material
science course as a field experiment, which includes
properties from both the traditional experiment and
fieldwork defined by Koskinen et al. (2012).
Using the field experiment as a methodological tool
helps to break down barriers between subjective and
objective observations and experiences and enables in
this case the combination of the personal and subjective
in the creation of the material selection matrices with
the systematic and objective analysis of generated data
to create a meta-outcome of the material science course.
The purpose was to mature the concept of the material
selection matrix as a tool to enhance the material
awareness among students and using the data it generat-
Harrison, G.W., List, J.A., 2004. Field Experiments.
Journal of Economical Literature 42, 1009–1055.
Karana, E., Hekkert, P., Kandachar, P., 2010. A tool for
meaning driven materials selection. Materials &
Design 31, 2932–2941.
Koskinen, I., Zimmerman, J., Binder, T., Redström, J.,
Wensveen, S., 2012. Design Research Through
Practice - From the lab, field and showroom. Morgan Kaufmann Publishers.
Leerberg, M., Riisberg, V., Boutrup, J., 2010. Design
Responsibility and Sustainable Design as Reflective Practice: An Educational Challenge. Sustainable Development 18, 306–317.
Moholy-Nagy, L., 1947. The New Vision, 4th ed.
George Wittenborg, Inc., New York.
Schön, D.A., 1983. The Reflective Practitioner. How
Professionals Think in Action. Ashgate: Farnhem.
Schön, D.A., 1987. Educating the Reflective Practitioner. Jossey-Bass, San Fransisco
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STORY OF USE: ANALYSIS OF FILM
NARRATIVES TO INFORM THE
DESIGN OF OBJECT INTERACTIONS
SILVIA GRIMALDI
UNIVERISTY OF THE ARTS LONDON
S.GRIMALDI@LCC.ARTS.AC.UK
ABSTRACT
Not only is using a product an experience, it is an
interaction and it is narrative in nature. This work
in progress paper describes the narrative theory
background for this statement, in particular
schemata theory and the concepts of agency,
tellability and narrativity, then describes methods
that are being used in the project to analyse film
narratives and apply these to the design of tellable
physical products.
INTRODUCTION
The aim of this project is to analyse an interaction with
an object as a narrative, and to analyse the narrative
structures and effects of other narrative mediums, for
the scope of this project limited to examples from
fiction film, and create methods that can apply findings
from this comparison to generate designed objects
which “direct” tellable product experiences.
The premise is that not only is using an object (any
object) an experience, it is an interaction and it is
narrative in nature. The theoretical framework comes at
the intersection of two lines of thinking that can be
looked at in parallel – on the one hand there has been
research around the idea that experiences are described
and remembered as a story (Bruner, 1991; Dewey,
2005; Forlizzi, 1997; Hassenzahl, 2010), and on the
other hand the field of narrative theory has been lending
itself to wider interpretations of what narrative is, that
are less tied to a specific medium, the literary text, and
are open to accepting other mediums but also real life
experiences, or the on-the-spot or a posteriori
recounting of experience, as having narrative qualities
(Abbott, 2008; Bal, 2002; Young and Saver, 2001).
The project develops this premise by cross-fertilising
the design of objects, in particular non-digital domestic
objects, with narrative techniques, patterns and roles
derived from the analysis of specific film examples. In
other words, someone using an object will experience a
sequence of events (or micro-events) related to this use;
in the case of a kettle the user will approach the kettle
and see it, then fill it with water, place it on its base,
turn it on, wait for it to boil, possibly notice the noise of
the boiling water or the steam coming out of the kettle,
then the kettle will turn itself off (or is turned off) and
the user pours the boiling water and places the kettle
back on its base. By manipulating or “directing” what
these micro-events are, how and when they happen and
what they communicate or represent to the user, and by
creating consciously structured sequences of microevents within this “single-use” experience of a kettle
either from the point of view of physical interaction or
from the point of view of emotional or cognitive
responses, then the designer may be able to increase the
tellability of this experience. Tellability refers to the
noteworthiness of the events being related; high
tellability in an event will then lead to high narrativity
of the related story (Baroni, 2013).
LITERATURE AND THEORY
Looking at physical domestic products as creating or
prompting narratives when they are interacted with
suggests an exploration of a few different theoretical
fields; material culture anthropology looks at the
significance of domestic products in the construction of
identity (Miller, 2008); the literature on experience
psychology explores how experiences are assimilated
and evaluated over time (Bruner, 1991; Hassenzahl,
2010); ideas explored by interaction design about the
way people interact with objects, using stories,
performances or trajectories (Gaver et al., 2003; Laurel,
2004; Löwgren, 2009; Benford et al., 2009), though the
focus tends to be on digital objects; as well as studies of
narrative theory which can provide insights on narrative
construction and interpretation (Abbott, 2008; Bal,
2002; Bordwell, 1985). Because of the limits of the
conference paper format I will focus on those areas of
narrative theory that may prove useful in the design
process and in structuring design briefs.
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Narrative theory is used as a framework for this study
because of the relevance of narrative in the forming of
identity (Sacks, 1998) as well as the idea that our
experience of the world is mediated through a narrative
understanding (Bruner, 1991; Young and Saver, 2001),
our interpretation of reality through memory or recall is
also guided by narrative principles (Abbott, 2008;
Bordwell, 1985; Young and Saver, 2001) and our ability
to empathise is greater when information is presented in
narrative form (Danko, 2006; Wright and McCarthy,
2008). Everyone has probably told a story about an
interaction with an object, for example a story about
using a particularly “stupid” automatic cash register at
the supermarket; these stories become part of how the
object is experienced, understood and remembered.
Often, stories told of objects have the effect of
humanising these and giving them anthropomorphic
characteristics. So the automatic cash register at the
supermarket may be “stupid” and “slow”. In this way
the story is often retold or recalled as an interaction
between two beings which both possess some form of
agency or will; according to Gell (1998) artefacts
(which he groups under the term art) possess agency
when they allow things to happen “in their vicinity”, in
other words when they are perceived as having a will.
Bal (2002) goes one step further and moves the focus of
an object’s interpretation from the maker (artist’s
intention) to the object (agency of the object) and on to
the viewer (or user) through the concept of narrativity:
this emphasises the relationship between the viewer and
the object, seen as a story of viewing and interpreting
the object, not predetermined but only fostered by the
designer’s intention. This cognitive activity is narrative
because it happens through time: “Narrativity is here
acknowledged as indispensable, not because all pictures
tell a story in the ordinary sense of the word, but
because the experience of viewing pictures is itself
imbued with process.” (Bal, 2002, p281). This leads on
to the hypothesis that objects perceived as possessing
agency may have more potential for narrativity, and to
the idea that a narrative is created in the user’s mind
when interacting with an object, and it is central to the
way the user interprets the object.
Figure 1 - Conceptual model of three levels of interpretation –
Adapted from Bal (2002)
Out of this conceptual model (Figure 1) it is interesting
to draw parallels with constructivist conceptions of
narrative; In particular Bordwell (1985) talks about the
activity of the film viewer as being one of story
construction: “the viewer’s comprehension of a story is
the principle aim of narration” (p30) and the main
activity of the (narrative fiction) film viewer is that of
creating hypothesis about the story and then validating
or disproving these hypothesis as the film develops.
This is then explained by Bordwell in terms of schemata
theory: we have a set of learned notions about how the
narrative will develop that come from every day
experience (including the experience of watching films).
According to Bordwell (1985), we have four types of
schemata at work when viewing a film. Prototype
schemata allow us to identify agents such as characters,
props and locales as contributing something to the story,
for example a character with a gun will be perceived in
a certain way. Template schemata represent abstracted
narrative structures that allow the viewer to slot
information into the right sequence when reconstructing
a story. So a story that is told in an order that is different
from chronological can be understood in the correct
chronology because we have these template schematas
to assist us in “filing” the information into the correct
place. Incidentally, stories which are told in a way that
is close to these template schematas are easier to
remember, and, regardless of what order the story was
told in the original film, viewers will make the story
conform more to the prototype schemata when retelling
or recalling. Procedural schemata have to do with the
viewer’s understanding of the story; these are the
relationships between the parts of the story that don’t
necessarily relate logically but might be perceived as
related because they are typical of a particular genre, or
because they are necessary to the construction of an
elegant story. Stylistic schemata have to do with the
style elements of the film medium, such as camera
shots, lighting, etc. Schemata aid story recollection and
allow viewers to be surprised by a story event which
does not conform to the hypothesis they had made, and
allow the viewer’s hypothesis to be validated by a story
event that does follow the viewer’s expectations.
In particular prototype and template schemata could be
applied to the design of objects; prototype schemata
play on semiotic understanding and classification of
clues, so in an interaction with an object this could be
visual clues about the form of the object which makes
the user construct an understanding of that object based
on prior knowledge or experience, or clues from the
way the object behaves which might prompt the user to
assign it a personality. Template schemata relate to the
way we expect the experience with the object to develop
over time, validating or invalidating hypothesis to create
patterns of surprise or predictability, and this could have
some interesting applications especially to the design of
objects which vary their behaviour, or when we can
ascribe some form of cause and effect relationship to
events that happen in a sequence. So if our broken
laptop turned on when the cover was lifted “just so” we
tend to ascribe a general cause and effect rule and to
repeat the gesture. But also if micro-events within an
interaction happen over time in a way similar to a
typical story structure it might aid or foster the
narrativity of the experience and the tellability of the
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object. So the result of applying these schemata to
designing objects might be that the object actively
encourages an increase in the gusto that someone might
have in retelling the story of their interaction, thus
fostering word of mouth and increased recall.
DATA AND METHODS
In light of the theoretical model outlined above the
project analyses film examples in which the objects
selected for redesign appear in a narrative role and takes
elements of how the story is told in the film to apply
these to the design of the object. The first step has been
to select a number of domestic objects through an online
questionnaire and to select a number of films in which
these objects appear. The films were selected through
the Internet Movie Database Forum, asking the forum
participants to identify scenes in which the selected
objects play a significant role because they resonated
and were memorable, as opposed to films in which the
objects simply appeared. Suggestions were then divided
by object and for each object four or five films were
selected, taking care to have variation in genres for each
object and in roles these objects take on.
This project is being piloted with the kettle. The films
selected for this pilot were Vera Drake (Leigh, 2004) a
historical drama in which the kettle helps establish the
character of Vera as a caring individual, and helps to
frame her activity of providing illegal abortions as a
caring act; Wristcutters: A Love Story (Dukic, 2007) a
comedy in which the kettle’s whistle is used as a device
to cut from one scene to another; A Tale of Two Sisters
(Kim, 2003) a psychological horror in which a boiling
kettle is used as a weapon; and Secretary (Shainberg,
2002) a comedy/drama/romance in which the kettle is
used to establish a domestic calm scene but in that same
scene is then used as a masochist’s tool.
examples are to design a kettle which performs a role
reversal, from reassuring to threatening, and to design a
kettle with a similar time structure of micro-events to
the beats of the scene. Other briefs developed so far
have to do with the kettle as establishing a caring role
(based on Vera Drake); comparing different structures
and timing of the film sequences, which can be used to
organise micro-events within the kettle use; looking at
the whistling of the kettle as a film trope or device, such
as in Wristcutters; and a cross-film brief about the
different roles the kettle takes on in different films.
In parallel to the film analysis, participants were
recruited to analyse the experience of use of a kettle.
For this pilot a convenience sample was used, asking
students to participate; after the pilot and for the testing
of the objects the participants will be recruited from the
respondents to the initial questionnaire to select the
objects. The participants were asked to film themselves
while using their own kettles, and were then interviewed
about this experience. The interview was conducted in
two phases; first the participant was asked to describe
how they use a kettle, in what circumstances and what
they do while they wait for the water to boil. Then the
video of the experience was shown and the interviewer
asked the participant to “talk me through the video”.
Interestingly the participants were a lot more open about
describing their quirks of use while watching the video:
one participant described how she inspects the kettle for
limescale before each use, while another talked about
the fact that she doesn’t “like to let hot water wait, it
defeats the point in my opinion”.
The final step in the participant involvement was to
create a storyboard of their use of the kettle, and to
answer a few final questions about whether they
enjoyed the storyboard exercise. Because the
participants were not necessarily familiar with drawing
or with storyboard techniques they were provided with
cut outs of faces, bodies, hands and kettles at different
sizes and scales which they could collage into the
storyboard. An example is shown in Figure 3.
Figure 2 - Scene from Secretary (Shainberg, 2002)
The film scenes were analysed according to McKee’s
guidelines (1999) focussing on turning points, timing of
beats of action, conflicts and goals, but adding some
detail about the role of the object in the scene, which
relates to the idea of the object having agency.
The film examples will be used in different ways as
templates or starting points for the design of the object
experiences, for example by incorporating narrative
devices such as shifts of roles or meaning, timing
structures and symbolic uses of objects. In particular the
scene described above has led to several briefs; some
Figure 3 - sample storyboard of kettle use
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The data coming from the participant interviews,
analysed in terms of sequences of micro-events but also
quirks of use, will be useful in conjunction with the
briefs coming from the film analysis to formulate new
designs, and narrative theory elements such as schemata
will be used to frame how micro-events are experienced
by the user in time. The participant research will also
test the narrativity of the experience of the kettle: once
the objects are redesigned these will be tested in the
same way as the initial objects were tested with the
participants. The final aim is to assess whether the
project led to objects with an increased tellability, which
therefore increased the narrativity of the experience.
Benford, S., Giannachi, G., Koleva, B., Rodden, T.,
2009. From interaction to trajectories: designing
coherent journeys through user experiences, in:
Proceedings of the SIGCHI Conference on Human
Factors in Computing Systems. pp. 709–718.
RESULTS AND DISCUSSION
Dewey, J., 2005. Art As Experience. Perigee Books.
Though the study is in progress, the work done so far
shows the potential of applying elements from narrative
theory as well as practical examples of story
construction from film to the design of objects as
tellable interaction experiences, and the parallel analysis
of the role of the objects in films (which tends to be
more extreme) and the object use experiences provides a
comparison platform to start applying these ideas into
designed objects. The idea of schemata could be useful
to designers in terms of building a recognisable story
structure, and the concepts of agency and narrativity
could aid in creating objects that are more tellable,
fostering or directing events that when retold lead to
stories with increased narrativity.
Dukic, G., 2007. Wristcutters: A Love Story.
The study of narrative theory could therefore lead to a
better understanding of how designers can incorporate
narrative elements such as logical connections between
events, template schemata or agency and perceived
agency of objects into the design of objects. This is not
in contrast to other approaches such as looking at the
creation of meaning in objects or the emotional effects
of a design, but it is instead intended as an additional
narrative dimension that designers can consider, in
addition to those already widely used such as scenarios.
REFERENCES
Abbott, H.P., 2008. The Cambridge introduction to
narrative. Cambridge University Press.
Bordwell, D., 1985. Narration in the Fiction Film. Univ
of Wisconsin Press.
Bruner, J., 1991. The narrative construction of reality.
Critical inquiry 18, 1–21.
Danko, S., 2006. Humanizing design through narrative
inquiry. Journal of Interior Design 31, 10–28.
Forlizzi, J., 1997. Designing for Experience: An
Approach to Human-centered Design.
Gaver, W.W., Beaver, J., Benford, S., 2003. Ambiguity
as a resource for design, in: Proceedings of the
SIGCHI Conference on Human Factors in
Computing Systems, CHI ’03. ACM, New York,
NY, USA, pp. 233–240.
Gell, A., 1998. Art and agency: an anthropological
theory. Clarendon Press.
Hassenzahl, M., 2010. Experience Design: Technology
for All the Right Reasons. Morgan & Claypool
Publishers.
Kim, J., 2003. A Tale of Two Sisters.
Laurel, B., 2004. Design Research: Methods and
Perspectives. MIT Press.
Leigh, M., 2004. Vera Drake.
Löwgren, J., 2009. Toward an articulation of interaction
esthetics. New Review of Hypermedia and
Multimedia 15, 129–146.
McKee, R., 1999. Story: Substance, Structure, Style and
the Principles of Screenwriting. Methuen
Publishing Ltd.
Abbott, H. Porter: "Narrativity". In: Hühn, Peter et al.
(eds.): the living handbook of narratology.
Hamburg: Hamburg University Press. URL =
hup.sub.uni-hamburg.de/lhn/index.php?title
=Narrativity&oldid=1580 [view date: 09 Jan 2013]
Miller, D., 2008. The Comfort of Things, 1st Edition.
ed. Polity Press.
Bal, M., 2002. Travelling Concepts in the Humanities:
A Rough Guide. University of Toronto Press,
Toronto ; London.
Shainberg, S., 2002. Secretary.
Baroni, Raphaël: "Tellability". In: Hühn, Peter et al.
(eds.): the living handbook of narratology.
Hamburg: Hamburg University Press. URL =
hup.sub.uni-hamburg.de/lhn/index.php?title=
Tellability&oldid=1577 [accessed: 09 Jan 2013]
Sacks, O.W., 1998. The man who mistook his wife for a
hat and other clinical tales. Simon & Schuster,
New York.
Wright, P., McCarthy, J., 2008. Empathy and
experience in HCI, in: Proceedings of the SIGCHI
Conference on Human Factors in Computing
Systems, CHI ’08. ACM, New York, NY, USA,
pp. 637–646.
Young, K., Saver, J.L., 2001. The neurology of
narrative. SubStance 30, 72–8
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POSTCARDS FROM A (BETTER)
FUTURE: PROCESS AS MAKING
DANIELLE WILDE
KRISTINA ANDERSEN
RMIT UNIVERSITY, MELBOURNE, AU
STEIM, AMSTERDAM, NL
2013–2014 SIDNEY MYER CREATIVE FELLOW
KRISTINA@TINYTHING.COM
D@DANIELLEWILDE.COM
“How will you go about finding that thing the nature of which is totally unknown to you?”
Meno, from Plato's dialogue (in Solnit 2005)
ABSTRACT
It is hard to imagine a future fundamentally
different from what we know, yet increasingly
people dream of and agitate for social, cultural and
political change. Postcards From a (Better) Future
is part of an evolving interrogation into how
embodied-thinking-through-making might assist in
participatory workshop experience, in the form of a
making circle, designed to facilitate the articulation of
objects to address changes in imagined futures. Taking
participants’ personal desires and fears as the point of
departure, the process uses embodied making to enable
the conception of objects of desire that might affect
future change in specific and executable ways. The
resulting objects give form to speculative and utopian
design fantasies, and form ongoing personal narratives
that strengthen connections between the present and
imagined futures. They thereby empower participants to
imagine how they might effectuate change.
the imagining of (better) futures that might
otherwise elude us. It is a bid to empower people
to imagine, through making, so that they may
effectuate change. This paper describes the
theoretical background and structure of the
Postcards From a (Better) Future process. It
provides background on the fundamental
conceptual shifts; and discusses how and why the
process, in and of itself, might constitute making.
INTRODUCTION
One of the primary difficulties of creating social,
cultural and political change lies in our inability to
imagine practical, executable steps that can be taken
towards complex and overwhelming problems. “What
do you really want, if you could have anything?” is an
awful question that mostly results in simple, modest
answers.
In her book, On Longing, Susan Stewart (1993)
proposes that objects of desire assist in the formation of
continuous personal narratives that connect the present
with the past. Postcards from a (better) future attempts
to turn this connection towards the future. It is a
METHODOLOGY
Postcards from a (better) future makes use of three
distinct research processes, embodied thinking-throughmaking, research through design and design placebos,
to investigate the role that embodied exploration might
play in ensuring the social and personal relevance of
design innovation. Drawing on these processes, we have
developed structures to support thinking with the body
in ways that capture the imagination, stimulate
curiosity, and afford multi-sensory experiences.
Embodied thinking-through-making is adapted from
Gaver et al’s work in Cultural Probes (1999). Cultural
Probes were originally intended to give designers access
to the thinking and desires of a specific set of users in
order to inspire design processes. They typically consist
of activity prompts sent out to participants, who
interpret the activities as they wish and send their
responses back to the designers. Our modified version
uses a probe-like process as the basis for enabling realtime situated exchange between designer and
participant. Through the use of tightly structured
instruction sets, designer-facilitators prompt participants
to engage in an embodied thinking process that results
in exploratory objects. These objects serve as props in
physically engaged interviews and activities. With the
associated frameworks for action, they assist
participants to move from abstract (personal knowledgebased) embodied exploration into a specific articulated
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design space in which they are able to explore their
idiosyncratic desires in relation to clearly defined
futures (Wilde 2011).
Research through Design (RtD) is a hybrid approach
that employs methods and processes from art and design
as legitimate modes of inquiry (Frayling 1993). RtD is
commonly used in technology design research to
understand the influence of a new technology on how
people think, value, feel, and relate (Zimmerman et al
2010). It makes use of designerly activities (Gaver
2012) as a way of approaching messy situations with
unclear or even conflicting agendas. By engaging users
in creative play with research ideas and techniques, RtD
shifts the research focus toward the future, instead of the
present or the past. It provides opportunities for
community engagement in a discourse, and allows
consideration of the broader ethics of what is proposed,
developed or designed. Importantly, by leveraging
embodied thinking-through-making and the notion of
Design Placebos, our approach to RtD generates
personal knowledge, as well as knowledge that can
contribute to societally relevant design future outcomes.
Design Placebos are physical objects or interfaces that
afford the experience of an idea that may not (yet) be
feasible (Dunne and Raby 2002). Rather than alter
reality in any tangible way, a Design Placebo prompts
the development of narratives to explain how the world
is different as a direct result of what the placebo is
imagined to be doing. Placebos encourage the willing
suspension of disbelief and engage people in the active
re-imagination of the world, allowing them to transcend
the everyday and reach for new possible meanings for
situations they encounter. Framing our participants’
exploratory objects as Design Placebos affords engaged
discussion around imagined futures, including deep
consideration of the social, ethical and personal
implications of what life would be like if they were real.
The careful interweaving of these three research
processes affords the bringing into being of previously
unarticulated thoughts and desires for the future, as well
as consideration and discussion of concrete and tangible
actions an individual might take to affect societal
change.
TOWARDS AN IMAGINED FUTURE
Over the last decade design research has proven itself a
valuable and powerful approach to ascertaining
understandings and concerns regarding the design of the
world around us. With the Postcards from a (better)
future project we are investigating ways of expanding
design methods through the use of embodied making
processes. Our frameworks for embodied thinkingthrough-making enable the bringing into being of
previously unarticulated thoughts and desires around
that which does not yet exist, or has not previously been
imagined. Our approach asks: If design research can
assist us to imagine specific and detailed design futures,
might they not also enable us to open up conversations
about highly idiosyncratic political and cultural
concerns? By making manifest that which did not
previously exist, our approach constitutes a kind of
making, in and of itself.
Postcards from a (better) future is a speculative
proposal for reframing methods to scaffold “practising
the future”. It forms part of a larger body of work aimed
at testing the link between investigative objects and the
meaning that may reside as potential in and around such
objects. Related work by the authors includes
participatory methods focusing on: imagining body
worn devices (Andersen and Wilde, 2012), future
scenarios for specific technologies (Samson and
Andersen 2013), creating non-functional models of
technological fantasies (Andersen 2013), and
embodying imaginative poetic enquiries (Wilde 2011).
THE FORMAT
The Postcards from a (better) future project is an
instruction set for a making circle designed to empower
people to imagine, through making, that they may
effectuate social change. Making circles(Andersen,
Wilde 2012) are typically conducted with twelve
participants and two facilitators in a neutral, utilitarian
space that contains a large shared worktable with
various tools and lights, and another table, off to the
side that holds various recycled materials. The format of
the circles has been reduced to the following sequence
of conceptual estrangement switches, and short
declaratory ‘interview’ process (Being ‘Done’). These
activities work to shift the mindset of the group away
from the predictable, towards a temporary moment of
otherness. According to Judith Butler (2005) we must:
“risk ourselves precisely at moments of unknowingness,
when what forms us diverges from what lies before us,
when our willingness to become undone in relation to
others constitutes our chance of becoming human.” Our
circles are purpose built to facilitate this kind of risk
taking, to provide a temporary space in which
participants can ‘become’.
ESTRANGEMENT SWITCHES
The circle begins with a short introduction that
functions as the drawing of the circle, and in a theatrical
sense, declares the beginning of the game (Caillois
2001). We introduce the above quote from Meno (Solnit
2005), and briefly explain the broader structure of our
enquiry into how embodied thinking-through-making
might assist in the imagining of (better) futures. We
then take participants through four estrangement
switches:
1.
Participants are asked to choose from of a limited
set of desires, borrowed from the motivational
psychology research of Steven Reiss (2000).
Reiss’ desires are usefully provocative. They
reduce a complex emotional field down to
someone else’s shorthand definition of the world.
They also introduce language before the
participants know what they might be describing,
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and thereby provide an uncommon point of
departure for an embodied discovery process.
2.
Participants are then invited to pull from a hat one
of forty-one methods of nonviolent intervention (a
subset of 198 Methods of Nonviolent Action
proposed by Gene Sharp (1973)). This action
compounds the first estrangement switch. Pulling
options from a hat alludes to magic and chance.
In The Craftsman, Richard Sennet (2009) asserts that
“magic raises the stakes of unforeseen events, gives
changes in form a compelling power to command
wonder and fear.” We lean heavily on this idea,
approaching a difficult subject in an equally difficult or
convoluted manner. The underlying assumption is that
to ‘free up’ the creative and expressive body to respond
to the unanswerable, we must first ‘busy’ the reasoning
part of the brain so that it will not interfere (May 1994).
Sparse instructions engage the reasoning part of the
brain, freeing participants to be spontaneous, and follow
their intuitions and creative whims (Bogart 2001).
Leaving elements of choice to chance additionally
destabilises, defamiliarises or ‘makes strange’ that
which is already beginning to be so (Shklovsky [1917]
1965). The combination and contrast of the chosen
desire and the randomly selected method of protest
creates a pregnant confusion within each participant.
Together they provide a double point of departure that
may contain inherent conflicts. The duality prompts
focus shifts between the intimate body personal, and a
socially engaged, outward-looking perspective. From
this point of confusion each participant may begin to
engage through an embodied making process, which we
ground equally in the body and material.
3.
The third estrangement switch facilitates a transfer
from, and connection between, desire, fear, power
and the body. We ask participants: “Where in your
body does your chosen desire reside?” and “How
is your body engaged or endangered by your
method of protest?” These nonsensical questions
draw heavily on surrealist art strategies, liberating
in their absurdity (Brotchie 2004).
“If you were a colour, what colour would you be?”
Children know this game and have answers for these
types of inquiries. The switch between an abstract desire
and intention, defined very strictly by someone else, and
the feeling that these words and ideas may indeed reside
within the body, or reach out in social protest, allows
participants to begin to work. The questions move from
the abstract to become concrete and physical. A clear
concept emerges to guide the subsequent work.
4.
“Find the material that works for you.” This
prompt allows the physical making and crafting to
begin. Participants now find physical form and
texture for the body-feeling they have identified,
selecting materials from our neatly organised,
neutrally coloured, texturally and structurally rich
palette of materials. The decisions they make at
this point will not be reasonable, rather they will
continue the line of absurdist questioning by
asking: “If this feeling had a texture and a shape
what would it be?”
The process is designed to expose unexpected and
poetic possibilities that may be explored through the
sensory potential of material to body, as brought into
being through the behaviours, desires, feelings, and
anxieties that arise. Dr. Montessori famously used
blindfolds in reviewing materials, stating that the eye
can interfere with what the hand knows (Lillard 2008).
We could add that language can interfere with what the
hand knows. For this reason, as the participants choose
materials they will make, rather than speak, to support
their burgeoning concept.
These four switches occur in less than twenty minutes,
allowing no time to reconsider or back out into careful
reasoning. In a sense, participants will not be
completely committed yet, because they do not know
what it is that they are making. Nonetheless, the process
engenders tranquility: a focused, efficient, relaxed and
also gently energetic state. The work that follows is
typically instinctual and effective, the conversation
around the table limited to the practical, until at some
point each object is “done”.
BEING 'DONE'
Knowing when a device is ‘done’ is an instinctual
knowing. By removing verbal reasoning from the
imagining and creating process, our process frees
participants to trust their ability to recognise what it is
they are doing as it emerges, including when it is
‘done’. This knowing ‘when’ is something we all have
experienced. Henri Cartier Bresson called it ‘the
decisive moment’ the moment when the trigger on the
camera is pushed. This moment relies on the
photographer’s ability to see and record an event
literally taking form in the immediate future (Zichittella
1998). Once ‘done’, participants pose for a self-staged
photographic portrait with their artefact, ensuring that
the correct pose is captured and retained for posterity.
The making process is completed with these portrait
poses. Participants then re-gather for a group discussion,
where they formally declare: their name, desire, method
of protest, the name of their self-made object and what
it does. They then demonstrate their object and portraitpose to the group. The strictness of this final
presentation format allows the hazy decision making
process that has come before to crystalise. Excluding
language from the central part of our structure allows an
intuitive and productive process to emerge. The
formalisation of this final declaration process allows
verbal reasoning back in.
From previous work (Andersen 2013, Andersen and
Wilde, 2012, Samson and Andersen 2013, Wilde 2011),
we know that such public and vocal presentations allow
the switch between the intuitive and wordless process
and a reasoned presentation to happen in the moment,
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with many participants only realising what they have
built as they name it and present it to their peers. Once
all the presentations are complete, the circle is broken
and the game is over.
CONCLUSION
Postcards from a (better) future takes participants
through a rapid series of formalised conceptual shifts,
that each draw on large areas of work in theatre and
performance theory, game play and design research.
Placing embodied exploration at the centre of our
methodology enables us to leverage individual
creativity, and draw out unarticulated thoughts and
desires. This approach allows us to drive socially
relevant, desire-driven innovation by creating openings
for new ideas, while explicitly allowing for
idiosyncratic concerns, comprehension, and preferences.
We can thus ask participants and ourselves: What might
the world look like if we fast-track through the
technologically feasible adjacent possible (Johnson
2010) to innovations firmly rooted in human desire,
imagination and bodily experience?
Significantly, the making circles blot out the most
immediate response to such questions, so that we might
access more instinctual, and perhaps less plausible
responses that challenge and stretch what we consider to
be possible. Their format enables us to sneak up on
ourselves, to be caught unaware and unselfconscious for
a moment so that we dare to begin. By facilitating the
turning of matters of concern into physical material, we
are able to support a basic process of embodied making
and making sense. We imagine results that represent a
kind of souvenir from the future. Rather than reminding
us “what happened then”, these objects might carry
stories about “what happens next...”
REFERENCES
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University of Illinois Press, 2001).
Dunne, A. and Raby, F. The Placebo Project. In Proc.
DIS. ACM Press, NY, 2002
Frayling, C. Research in Art and Design. Royal College
of Art Research Papers series 1,1 (1993),1-5.
Gaver, W., Anthony Dunne and Pacenti, E. Cultural
Probes. Interactions, 6, 1 (1999), 21–29
Gaver, W. What Should We Expect From Research
Through Design? In Proc. CHI2013. ACM Press,
NY, 2012
Johnson, S. Where Good Ideas come From. The Natural
History of Innovation. Riverhead Books (Penguin
USA), NY, 2010
Lillard, A. S. Montessori: The Science Behind the
Genius (NY: Oxford U. Press, 2008).
May, R. The Courage to Create (NY: W. W. Norton &
Co., 1994).
Reiss, S. Who am I: The 16 Basic Desires That
Motivate Our Behavior and Define Our Personality
(NY: Tarcher/Penguin, 2000).
Samson, A., Andersen, K., Tassophonics:
Nanotechnology as the Magical Unknown, in Proc
HCI. Vienna: Springer (2013, forthcoming)
Sennet, R. “The Craftsman” (New Haven: Yale
University Press, 2009)
Sharp, G. The Politics of Nonviolent Action (3 Vols.)
Boston: Porter Sargent, 1973.
Shklovsky, V. Art as Technique. In Russian Formalist
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Stewart, S. On Longing: Narratives of the Miniature, the
Gigantic, the Souvenir, the Collection (Durham,
NC: Duke University Press, 1993).
Andersen, K., (2013) Making Magic Machines in
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Academy of Design Conference. Göteborg.
Wilde, D. Swing that thing : moving to move. The
poetics of embodied engagement. PhD Diss.
Monash University, Melbourne, 2011
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and Theatre (London: Routledge, 2001).
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and Activities 123, no. 5 (1998)
Brotchie, A., Gooding, M. A Book of Surrealist Games
(Boston, MA: Shambhala, 2004).
Zimmerman, J., Stolterman, E. and Forlizzi, J. An
Analysis and Critique of Research through Design:
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TRANSLATIONS – EXPERIMENTS IN
LANDSCAPE DESIGN EDUCATION
ANNE TIETJEN
UNIVERSITY OF COPENHAGEN
ATIE@LIFE.KU.DK
ABSTRACT
How can students be taught an experimental
approach to landscape design? New strategic
planning tasks require more research-oriented
design methods. Using the example of student
work for a rural landscape in northern Denmark,
this paper discusses landscape design as a process
of translation. The landscape project is here
essentially understood as spatial interventions
aiming at unfolding inherent, place-specific
development potential. Comprehending the
landscape and dynamics of landscape change and
formulating landscape projects thus becomes an
integrated, creative process: A translation of an
existing into a possible future landscape. Based on
actor-network theory the paper outlines, first, a
conceptual framework and, second, an educational
procedure for landscape translation.
INTRODUCTION
Urban and regional planning deals increasingly with
renewal and transformation of existing landscapes for
strategic purposes. Planners, politicians and private
stakeholders expect landscape projects to affect
economic, social and environmental development
beyond the specific project purpose and beyond the
borders of a given transformation area.
Landscape projects are therefore more and more
concerned with unfolding inherent, place-specific
development potentials – and doing this across different
scales: locally, regionally, and globally. As a
consequence landscape architects increasingly ask what
landscape projects can do rather than how they should
look. The general idea is to steer urban or regional
development in a desired direction through strategic
physical and programmatic interventions (Braae and
Author 2011; Kühn 2010; Sieverts 2011). At the same
time, long term urban development processes with many
actors and an uncertain outcome require landscape
projects to remain open to new interests and insights.
Strategic urban and regional planning confronts
landscape architects – and ultimately landscape design
education – with new methodological challenges.
Landscape analysis becomes central to the design
process in new ways: Working alternately with analysis
and project development the landscape architect
simultaneously formulates local problems and relevant
physical and programmatic interventions. In other
words, comprehending the landscape and dynamics of
landscape change and formulating landscape projects
becomes an integrated, creative process. The modifier
‘creative’ is vital. Rather than a comprehensive analysis
with regard to formulate ‘correct’ solutions, landscape
analysis is here a creative act seeking to uncover and
make local development possibilities probable through
purposeful design experiments.
How then can students be taught this experimental
approach to landscape design?
This paper draws on my teaching experiences from the
Aarhus School of Architecture and the University of
Copenhagen. Through the last 5-7 years these schools
established new hybrid educations that combine
landscape architecture with an urban and regional
planning perspective. Recognizing that teaching how to
design solutions for predefined problems is no longer
sufficient, the schools have a strong focus on
developing new education methods for landscape
projects in a strategic planning context. In this context
the teaching of adequate survey and mapping techniques
plays an increasing role. However, not even the most
advanced mapping techniques do necessarily led to
innovative ideas for landscape development (v Seggern,
Werner et al. 2008). The step from inventory to
intervention, i.e. the formulation of the design problem,
requires therefore particular attention. How to teach this
first and maybe most important step of an experimental
design process is the focus of this paper.
Using the example of student work for a rural landscape
in North Jutland, Denmark, I discuss landscape design
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as a process of translation. Based on actor-network
theory the paper outlines, first, a conceptual framework
and, second, an educational procedure for landscape
design experiments.
TRANSLATION: CONCEPTUAL FRAMEWORK
With actor-network theory (ANT) creative landscape
analysis can be described as a translation of an existing
into a possible future landscape. The ANT-account is a
method to describe how complex connections are being
constructed for a certain purpose, e.g. the development
of a product (Latour 2005). Originally developed in
relation to research and technological innovation
processes, it shall here be applied to the development of
strategic landscape projects through design experiments.
According to ANT human actors (users, stakeholders,
professionals, etc.) and non-human actors
(infrastructure, soil, climate, natural processes, etc.)
gather in interdependent, dynamic actor-networks due to
their agency. Agency does here not designate an
intentional activity, but the actor’s capacity to affect
other actors. It is thus crucial that an actor is defined by
what it does to other actors. In a landscape project an
’actor’ can therefore be any thing, idea or person having
an effect on landscape development: from the
topography of the landscape, over development plans, to
important stakeholders.
ANT thus directs landscape architects’ attention to the
effects of interaction between human and non-human
actors. It is the relations between physical structures and
natural and socio-cultural processes and not the physical
structures themselves we need to be interested in.
Throughout the design process these effects of
interaction are both studied and being translated into an
innovated actor-network (Braae and Author 2011).
More precisely the ‘identity of actors, the possibility of
interaction and the margins of manoeuvre’ are being
negotiated and delimited (Callon 1986).
between the so identified actors one can observe and
describe the more valid one’s hypotheses become.
Inversely it can happen that one must reformulate or
even reject a hypothesis because it shows impossible to
demonstrate possibilities of interaction.
The so gathered actors are then enrolled into the
preliminary actor-network of a design project. In the
form of physical and programmatic interventions the
project introduces new actors, creates new or further
articulates existing relationships and connections. The
more productive relationships between existing actors
and design interventions one can suggest the more
probable the desired innovation effect of one’s proposal
becomes.
The final moment of mobilization of allies rarely
happens in an academic context. It occurs when the
realised project begins to unfold its effects through the
landscape and all the gathered actors are made to act as
one innovated actor-network.
IMPLICATIONS FOR LANDSCAPE DESIGN EDUCATION
Understanding creative landscape analysis as an
experimental translation process has several productive
implications for teaching landscape design and, in
particular, the formulation of a design problem.
With ANT we can understand a given development site
as the dynamic result of interactions taking place
between different human and non-human actors.
As a consequence ANT also provides an alternative,
relational understanding of context: A site relates to its
surroundings due to the reach or extent of present
actors’ interaction – what Callon (1986) calls the
‘margins of manoeuvre’. This process-based
understanding of context makes it possible to study and
develop a given area across different scales: locally,
regionally, and globally.
Based on his study of marine biologists’ attempt to
restock the St. Brieuc Bay, France, to produce more
scallops, Michel Callon (1986) defined four decisive
‘moments of translation’: problematisation,
interessement, enrolement, and mobilization of allies.
These four moments can equally be applied to a design
process. Here, the first decisive moment is the
formulation of a design problem or, as Callon puts it,
‘series of negotiable hypotheses’ for landscape
development.
Finally, ANT provides valuable advice for a design
approach that focuses on what a landscape project can
do for landscape development. Translation links
landscape analysis with the formulation of a design
proposal by articulating possible relationships between
existing and future material conditions, ideas, and
practices. According to ANT the key to creative
landscape analysis is to follow the actors and carefully
map their controversies with other actors, i.e. the
differences, traces, and transformations they produce in
interaction. Bruno Latour, one of the founders of ANT,
calls these traceable effects of interaction the ‘figuration
of agencies’ (Latour 2005:53).
These first design hypotheses function as the filtering
lenses for both landscape analysis and project
development. Landscape architects’ testing of
development possibilities, e.g. in the form of scenarios
or interpretative maps, corresponds to what Callon calls
interessement: Actors who are potentially affected by
the formulated design hypotheses are being identified
and gathered. The more productive relationships
This approach has the advantage to be transparent, i.e.
one can retrace and discuss the observations, analyses
and hypotheses on which a design proposal is based. In
this way it becomes possible to share and further
develop the action-oriented knowledge produced by one
student together with teachers and other students – or, in
professional planning practice, with the many actors in a
planning process. It also becomes possible to integrate
FOUR MOMENTS OF TRANSLATION
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new interests or insights in a long-term planning process
with an unknown result.
TRANSLATING GÅRDBO LAKE
A student project for a rural landscape in North Jutland,
Denmark, shall illustrate the development of a
landscape project based on translation with particular
focus on the initial design phase and the formulation of
the design problem.
The Gårdbo Lake project is the MA thesis of two
students in Landscape Architecture and Urbanism at the
Aarhus School of Architecture. Kim Møller and Anne
Ulrik (2007) set out with the general hypothesis that a
unique cultural landscape could provide a development
opportunity in a remote, rural region suffering from
population decline, lack of work places and a growing
vacant building stock. This hypothesis guided both
landscape survey and analysis and the formulation of a
place-specific design problem.
To begin with the students chose the drained and
cultivated Gårdbo Lake area for two reasons: The
drained and cultivated Gårdbo Lake area has a striking
spiral landform and a characteristic field pattern with
intact hedges and copses. At the same time it is situated
in an especially problematic location, disconnected from
the relatively prospering coastline and thus particularly
affected by population decline.
In their landscape analysis Møller and Ulrik then
focused on how the existing characteristic landscape
structures had come into being, which processes had
affected them over time, and which processes were
likely to affect them at present and in the near future.
The landscape analysis was thus structured around three
approaches: First, a traditional survey of characteristic
physical structures. Second, a diachronic analysis of
how the existing physical structures had developed and
changed over time in interaction with natural and sociocultural processes. Third, a synchronic analysis of
present activities and uses in the area, expressed new
needs and interests, and existing plans and policies for
landscape development.
For example, the lake drainage system was under
progressive erosion and required a costly renovation in
the not too distant future. The owner of the lake bed
area and the associated manor house wished to maintain
agricultural production but also to invite tourists in the
area to increase his income. The Danish Society for
Nature Conservation on the other hand promoted a
restoration of Gårdbo Lake to enhance biodiversity and
local bird life. The European Water Framework
Directive represented yet another interest, seeking for
improved water quality through extensification of
agricultural production.
By problematizing these present development
tendencies and conflicting interests Møller and Ulrik
identified place-specific challenges and development
opportunities that became the basis for formulating a
place-specific design problem or brief for the Gårdbo
Lake area. At the same time, they identified and
delimited relevant areas for physical and programmatic
intervention with regard to the formulated brief.
On this basis Møller and Ulrik developed a strategic
landscape project for the larger lake area where new
physical structures and programs will incrementally
transform the existing landscape structures and uses.
Each intervention is thought to provide opportunities for
further development. In this way the proposal is
strategic because it seeks to affect landscape
development over time while at the same time
remaining open to new insights or interests that could
emerge in the future.
The historical analysis made it possible to identify long
term development tendencies and what physical
structures they affected and how. The analysis of
current spatial practices and discourses made it possible
to identify present usages, development interests and
needs in relation to existing physical structures.
In a first phase, the landscape project suggests the
conversion of the drained lake bed into a planted lagoon
and the improvement of accessibility to the area. To
control the water level of the lagoon the existing
drainage system is being reused. In this way
biodiversity and bird life will be enhanced while
agricultural production can continue unhindered on the
lake shores. In addition, the planted lagoon is expected
to attract hikers and bird lovers. Improved connections
to the regional road and path system and especially to
other tourist destinations will thus be able to enhance
the integration of the inland with the beach resorts on
the coast. In a second phase, a specialisation of
agricultural production into medicinal plants could
enable wellness tourism. In a third phase, the ridge to
the west of the lake with its impressive windbreak
hedges and well-preserved field patterns could become
attractive for agro-tourism.
Overall the analysis pointed to three distinct landscape
structures ‘figuring’ from the effects of interaction
between human and non-human actors: the drained lake
bed, the cultivated lake shores and the ridge to the west
of the lake. Over time each of these landscape structures
had developed its own clearly recognizable aesthetic
vocabulary. Furthermore, the analysis pointed to a
number of present development tendencies and
different, partly conflicting interests that potentially
affected the three landscape structures.
Interestingly, the MA thesis was presented in the form
of a storyboard, linking empirical observations to
strategic considerations and spatial interventions. Rather
than showing plans and drawings of the landscape
project as a finished product, Møller and Ulrik chose to
present analytical maps and drawings, strategic
diagrams, text, and eye-level visualisations of imagined
development scenarios. Together these mixed media tell
a story of possible landscape development over time and
across different scales. At the same time this
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presentation form makes it possible to retrace the
proposed design interventions to observations, analyses
and hypotheses. In this way the strategic effects of the
design proposal are made probable.
TRANSLATION: EDUCATIONAL PROCEDURE
What can we learn from the above for setting up
teaching of landscape design experiments?
FOCUS ON PROBLEMATISATION
This paper suggests that creative landscape analysis can
be compared to a research or technological innovation
process. Here, a research question or hypothesis guides
the choice of survey and analysis methods, the
collection of data and the development of innovative
solutions. Formulating the design problem is therefore
the first and maybe most important step of the design
process. This means that the ability to formulate a
relevant design problem needs to be trained.
Inspiration for a conceptual framework and method can
be found in ANT and an understanding of creative
landscape analysis as a translation of an existing into a
possible future landscape. ANT provides us with a
relational understanding of site and context as dynamic
actor-networks of human and non-human actors. It also
provides us with a relational understanding of the
landscape project as a strategic intervention rather than
a finished product.
The discussed student work demonstrates that studying
the ‘figuration of agencies’, i.e. the effects of interaction
between physical structures and natural and sociocultural processes, can be a way to formulating a placespecific design problem. The student work further
suggests that unstable landscape structures – such as the
eroding lake drainage system – combined with multiple
conflicting interests can point to development
challenges and opportunities and to relevant sites for
physical and programmatic intervention.
EXPANDED RANGE OF ANALYSIS METHODS
Studying the ‘figuration of agencies’ requires a
combined analysis of physical landscape characteristics,
diachronic analysis of the development history of
existing landscape structures and synchronic analysis of
present spatial practices and discourses in a given area.
This means that the range of survey and analysis methods
needs to be expanded from methods for primarily visual
analysis of landscape structures to methods for analysing
dynamic landscape change over time and methods for
analysing present spatial practices and discourses. This
broadening of landscape analysis methods mirrors the
convergence of the landscape architecture and the urban
and regional planning profession.
processes with many actors and an uncertain outcome
require landscape projects to remain open to new
interests and insights. To communicate on the one hand
the strategic potential of a landscape project and on the
other hand remain open to new insights and interests
requires new instruments of representation.
A storyboard that links empirical observations to
strategic considerations and spatial interventions could
be one possibility. What is decisive is to make design
decisions transparent and thus to make proposed design
interventions retraceable.
NEW CRITERIA FOR DESIGN QUALITY
Ultimately, understanding creative landscape analysis as
a process of translation provides us with new criteria for
landscape design quality and thus for the assessment of
student work. A good landscape project needs to
demonstrate that it is likely to have a desired effect on
landscape development. Further it needs to demonstrate
that it is capable to incorporate new insights and
interests. These new criteria do not devaluate aesthetic
qualities. Rather they suggest the development of a new,
more relational aesthetics that is concerned with how
landscape architecture affects landscapes and is being
affected by multiple landscape actors.
REFERENCES
Braae, E. and Tietjen, A. 2011. Constructing sites:
Towards new large scale design (education)
methods. Nordic 1(1), pp. 64-71.
Callon, M. 1986. Some elements of a sociology of
translation: Domestication of the scallops and the
fishermen of St. Brieuc Bay. In: Law, J. (ed).
Power, action and belief: A new sociology of
knowledge. London: Routledge, pp. 196-223.
Kühn, M. 2010. Strategiebildung in Städten – Zwischen
Government und Governance, Planung und Politik.
In: Wiechmann, T. and Hutter, G. (eds)
Strategische Planung: Zur Rolle der Planung in der
Strategieentwicklung für Städte und Regionen.
Reihe Planungsrundschau. Kassel: Verlag Uwe
Altrock, pp. 85-99.
Latour, B. 2005. Reassembling the social: An
introduction to actor-network-theory. Oxford:
Oxford University Press.
Møller, K.K.B. and Ulrik, A.W. 2007. Gårdbo Sø –
Transformation af kulturlandskabet, MA thesis in
Urban and Landscape Architecture, Aarhus School
of Architecture, Denmark.
NEW INSTRUMENTS OF REPRESENTATION
Sieverts, T. 2011. Preface. In: Tietjen, A. Towards an
urbanism of entanglement: Site explorations in
Danish polarised urban landscapes. Aarhus:
Arkitektskolens Forlag, pp. 9-11.
Strategic urban and regional planning requires
landscape projects that focus on what spatial
interventions can do. Furthermore strategic planning
von Seggern, H.; Werner, J.; Grosse-Bächle, L. 2008.
Creating Knowledge: Innovationsstrategien im
Entwerfen Urbaner Landschaften
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A DIFFERENTIATION OF THE NOTION
OF RESISTANCE, BASED ON TWO
WAYS OF OPERATIONALIZING
TEXTILES IN ARCHITECTURE
ELISABETH HEIMDAL
TECHNICAL UNIVERSITY OF DENMARK
DEP. OF MECHANICAL ENGINEERING
SECTION FOR ENGINEERING DESIGN &
PRODUCT DEVELOPMENT
EHEI@DTU.DK
ASTRID MODY
THE ROYAL DANISH ACADEMY OF
FINE ARTS, SCHOOLS OF
ARCHITECTURE, DESIGN AND
CONSERVATION, SCHOOL OF
ARCHITECTURE
INSTITUTE OF TECHNOLOGY
ASTRID.MODY@KADK.DK
ABSTRACT
An emerging field of design research deals with
the operationalization of materials. In this paper,
we present and analyse two approaches to
operationalizing textiles in architecture. In our
analysis, we focus on how differences in
operational design expose different kinds of
resistance in textiles. Anna Vallgårda and Cecilie
Bendixen define a material’s resistance as what
gives us access to knowledge about it (2009). We
argue that it is fruitful to compare these two
approaches in order to shed light on how to
produce sufficient and suitable resistance when
operationalizing textiles. As a conclusion we
suggest four types of resistance: a material
resistance, a technique-driven resistance, a design
space resistance and a programmatic resistance.
INTRODUCTION
Design research methodology is the subject of an ongoing academic debate and continuous development. In
addition to the outcomes related to its specific content
(answering the research questions), another outcome of
research projects in design research is thus a
contribution to this methodological debate and
development.
An example of such a contribution is a paper from the
2009 NORDES conference where Anna Vallgårda and
Cecilie Bendixen argue that “there is a material side of
design that we cannot address through studies of use
and social practice – the properties and potentials of
materials, forms, and structures must be explored
through another kind of study” (Vallgårda & Bendixen
2009). They call this kind of studies operationalizations
of materials, and as examples of such studies, they use
their respective PhD projects. Bendixen’s PhD is about
how textiles should be formed and placed in a space in
order to have an acoustic damping effect on the space,
while Vallgårda’s PhD is about how the computer can
be combined with more traditional materials to create
what she calls “computational composites” (Ibid.).
Even though they do not refer to the concept of
operationalization, Mette Ramsgard Thomsen and
Martin Tamke argue for “three modes of material
evidence” as critical strategy to frame and evaluate
material research: “the design probe, material prototype
and the demonstrator” (Ramsgard Thomsen & Tamke
2009). These three modes can be seen as three ways of
operationalizing materials. Ramsgard Thomsen &
Tamke explain: “The design probe [is] a design-led
investigation allowing speculative inquiry and
theorisation and setting out of design criteria, the
material prototype [is] a material-led investigation
allowing exploratory testing, of craft and material
behaviour, and the demonstrator [is] an application-led
investigation allowing interfacing with real world
problems and constraints” (Ibid.).
How materials (hereunder textiles) are approached
depends on the stakeholder (Vallgårda 2009); this is
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visible in the two presented approaches to
operationalizing textiles in architecture. The first case,
carried out by a textile engineer, consists of experiments
of how textiles can be integrated in architecture
students’ material repertoire through model making with
textiles. The second case, carried out by an architect,
proposes textile thinking as an architectural strategy and
language to further develop the potentials of media
facades.
First, we will each present the two cases, detailing their
respective motivation, background and experiments,
focusing particularly on the resistance produced by the
experiments. We then compare them in terms of how
motivation, background and operational design expose
different kinds of resistance in textiles. As a conclusion
we suggest four types of resistance: a material
resistance, a technique-driven resistance, a design
space resistance and a programmatic resistance.
design of a building skin for the UTS tower building.
They were introduced to two specific textiles (silicone
coated woven glass fibre fabric and coated polyester
mesh) for building skins. For inspiration, they were also
shown reference projects where these textiles were used.
They were then asked to make a sketch model of a
textile skin for the UTS tower building using the
following materials: a cardboard ‘corner’ (the two sides
each measuring approx. 50 x 70 cm), a piece of woven
black polyester fabric (approx. 60 x 90 cm), 2 pairs of
scissors (to cut fabric), 1 cutter (to cut cardboard), metal
wire (to create structure underneath fabric) and a staple
gun (1 for two groups, to attach the textile and possibly
the wire to the cardboard) (Figure 1). The polyester
fabric had an open plain weave structure, imitating the
coated polyester mesh introduced to the students.
CASE 1: A TEXTILE ENGINEER'S APPROACH
TO OPERATIONALIZING TEXTILES IN
ARCHITECTURE
This case is a textile engineer’s PhD project, dealing
with the material practice of architects: how textiles are
currently part of this practice, and how they could be
part of it in the future. The motivation for the project
comes from an observed tension between on one side
the revival of the use of textiles in architecture and on
the other side a swinging in the other direction. This
tension is also mentioned in literature, for instance by
(Krüger 2009) and (Quinn 2010). In the project,
material practice means how architects approach
materials in their daily work: how they work with,
choose and apply materials.
The specific focus in this paper is two experiments,
which investigated how textiles’ resistance can be
exposed to architecture students through model making
in order to create new ideas for how textiles can be
used. The experiments are examples of
operationalizations of textiles, and introduce a metaperspective to the notion of operationalization as
textiles’ resistance is anticipated and staged for
exploration to others.
Figure 1 Left: Materials available to the students. Right: Model
created by one of the four groups.
In Experiment 2, eleven third-and fourth-year spatial
design students at UTS worked in four groups. The
students were given a cardboard “room” of dimensions
approximately 35 x 35 x 35 cm (see Figure 2, left).
Three square pieces of translucent textile were also
given to each group. As a limitation, they were told that
the textile only could be attached to the ceiling, and that
the room was an office. The students created spatial
configurations with the textiles, and took photographs of
these configurations, holding the room up to a light
source. After some time, the limitations were loosened
and in addition to attaching the textile to the ceiling, the
students could cut the textile (Figure 2). Finally, the first
textile, woven grey polyester chiffon (non-elastic,
38g/m2) was replaced by meshed lycra chiffon (elastic,
65g/m2) in a darker shade of grey. At this point, the
room’s scenario was changed to an exhibition space.
EXPERIMENTS AND RESISTANCE
In the two experiments, spaces were modelled using a
three-dimensional sketching kit consisting of textiles,
cardboard support and tools for giving form to and
joining these materials. In each experiment, which
lasted 1,5 - 2 hours, the sketching kit consisted of
different textiles, support and tools, and more
importantly, the instructions given differed. I will now
describe the specificities of the two experiments, which
both focused on the light effects (functional and
aesthetic) that can be created with textiles.
In Experiment 1, fourteen second-year architecture
students at UTS (University of Technology, Sydney)
worked in four groups. The point of departure for the
experiment was an on-going assignment regarding the
Figure 2 Left: A student group taking a photograph of their model.
Right: A photograph of a model.
The choice of textiles was based on the three principles
of textiles and daylight defined by Boutrup and Riisberg
– the importance of density, number of layers and
distance between layers of textile (Boutrup & Riisberg
2010). These principles were introduced at the
beginning of the workshop.
The two experiments revealed that when seeking to
expose textiles’ resistance to architecture students, three
strategies were used: the textiles are used to materialize,
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illustrate, or develop a concept. While the first two
strategies use pre-existing ideas – respectively
immaterialized (such as an idea) or materialized (such
as an existing building or a sketch) – as point of
departure, the third strategy uses textiles as a tool to
develop new ideas. In this third strategy, the resistance
of the textiles seems suitable and sufficient, while in the
first two strategies, their resistance is in a certain sense
avoided. In the third strategy, textiles provide a material
resistance as architectural strategy to create new ideas.
The two experiments also show that constraints and
clear progression (as in Experiment 2) result in a deeper
exploration of the textiles and their effect on daylight.
These constraints can also be seen as resistance. Rather
than material resistance, a programmatic resistance is
created by the framing of the experiment. While in
Experiment 1, the brief or framing was relatively open,
in Experiment 2 the brief was more closed, presenting a
higher degree of programmatic resistance to the
students.
CASE 2: AN ARCHITECT'S APPROACH TO
OPERATIONALIZING TEXTILES IN
ARCHITECTURE
The second case introduces the textile-driven notion of
textilisation of light as an architectural strategy and
language to develop further potentials of media facades.
The concept is motivated by an emergent call for an
integration of [media] screens embedded into the
architectural material instead of “propel the surface into
a sign” (Perrella 1998) and “running the risk of
dematerialising the architecture that supports” (Van
Berkel 2012). Following on Ito’s idea of a “fabric” (Ito
2001) Haeusler argues for a “sort of media-clothing”
(Haeusler 2009). This material-driven approach to
architecture is backed up by Spuybroek, who argues:
“Architectural design is not about having ideas but
about having techniques: techniques that operate on a
material level” (Spuybroek 2008). Spuybroek builds on
Semper’s Principle of Dressing and Order of the Four
Elements (Semper 1860). However the concern of
Spuybroek is “Semper’s materiality, not his materials”
(2008) and he states that “it is not interesting what
materials are”, but “much more how certain materials
act” (Ibid.). How textiles can be operationalized is also
of interest for Garcia who identifies how textile
reasoning has encouraged the ”thinking and doing”
(Garcia 2006) of architects in various ways.
The question remains, however, how textile thinking
can be operationalized or framed in design experiments
to seek resistance from the actual subject matter, its
techniques, tectonics and from the possibilities rendered
by this new design space?
EXPERIMENTS AND RESISTANCE
In the experiment the design probe links programmatic
considerations (24H-potential, using the potential of
light not “only” at night, but also during the day) with
the development of tectonic solutions embedding the
media screen into the architectural material. Textile
loops are transformed into digital bricks, providing a
programmatic resistance to this specific “idea, which
[is] materialized” (Vallgårda & Bendixen 2009).
According to Ramsgard & Tamke the material
prototype “answers and develops the design criteria of
the design probe and allows exploratory testing of craft
and material behaviour“ (2009). In textilisation of light
the material prototype focuses on how to integrate
LEDs (light-emitting diodes) into a woven construction,
testing and evaluating the conductivity of the material.
Weaving as a technique defines the premise or
technique-driven resistance for the organisation of the
LEDs. Following this premise the construction is
woven, interlacing the textile’s conductive side with its
non-conductive side and placing LEDs at the
intersections (see also conceptual sketch, figure 3:
Design probe). The material prototype argues for the
development of a new weaving technique, which is
magnified and horizontally layered to provide
applicability on an architectural scale, at day and at
night. At daytime the metal-coated side of the textile
reflects sunlight, while its other side absorbs the light
and the structure as a whole provides shade. At night it
“materializes” the light and “only” reveals the LEDs
from the periphery. Architectural criteria are linked with
technological and textile-led ones, suggesting new
possibilities for the integration of LEDs in architecture.
This new connection frames the design space
resistance.
Figure 3 Left: Concept sketch of Design probe. Middle: Material
prototype, night condition: Textile loops are transformed into digital
bricks. Right: Material prototype, day condition.
A DIFFERENTIATION OF THE NOTION OF
RESISTANCE
As previously mentioned, Vallgårda & Bendixen define
a material’s resistance as what gives us access to
knowledge about it (2009). They use the example of a
ruler used to measure a table as an example to illustrate
this: the edges of the table provided the necessary
resistance to measure its length. This raises the
following question: What is the resistance that gives us
access to knowledge about textiles, and how they can be
used in architecture, in the two described cases?
While in the first case described here, the resistance is
linked to how textiles can be made accessible to textile
novices, the second case deals with the resistance that
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occurs as textile thinking is linked to another
technology, namely LEDs. We agree with Vallgårda &
Bendixen that textiles have a low immediate resistance,
but we also suggest that when they are operationalized
in a new practice (as in the first case) or with another
technology (as in the second case), different types of
resistance are exposed, which all give us access to
knowledge about textiles and how they can be used in
architecture.
Based on the two presented cases, we suggest a
differentiation into four types of resistance: a material
resistance, a technique-driven resistance, a design space
resistance and a programmatic resistance. Material
resistance is the resistance created by the subject matter,
in both cases the textiles themselves. The techniquedriven resistance evolves from the choice of specific
techniques, and is exposed in the second case by the
choice of weaving as a way of organizing the LEDs.
The design space resistance is developed when the goal
of the experiment is to expand the design space, as in
the second case. The programmatic resistance frames of
the experiment. In the first case, this resistance is
defined by the instructions given to the participating
students, and in the second case, this resistance is
established by the programmatic choice of embedding
the media screen in a material while also exploring the
24-hour potential of the facade.
CONCLUSION
In this paper, we have presented and analysed two ways
of operationalizing textiles in architecture in order to
shed more light on how to produce sufficient and
suitable resistance when operationalizing textiles.
We have argued that the operational design depends on
the researcher’s background and motivation, providing
different kinds of resistance.
We suggest that there is a multitude of ways in which
materials can be operationalized and that two of them
are presented in the two cases discussed here:
Operationalization through the researcher’s own
experiments with a material, and through the
researcher’s staging of a material with others.
Finally we propose a differentiation of the term
resistance into four types of resistance: a material
resistance, a technique-driven resistance, a design space
resistance and a programmatic resistance.
ACKNOWLEDGMENTS
We would like to thank architect and PhD Anne-Mette
Manelius, PhD student Karen Marie Hasling, Kolding
Design School, associate professor, PhD Karin
Søndergaard, The Royal Danish Academy of Fine Arts,
Schools of Architecture, Design and Conservation,
School of Architecture, and Jon Mason, Human
Interaction and Experiences Group, Philips Research
Eindhoven, for their feedback on earlier drafts of this
paper.
REFERENCES
Boutrup, J. & Riisberg, V. 2010, "Adjusting Daylight
and Solar Heating in Offices", The Nordic Textile
Journal, , pp. 6-13.
Garcia, M. 2006. "Architecture +Textiles =
Architextiles", Architectural Design, 76(6), pp. 512.
Haeusler, H. "Media-augmented surfaces - Embedding
media technology into architecturak surface to
allow a constant shift betweeen static architectural
surface and dynamic display". eCAADe 2009.
Ito, Toyo. 2001, "Interview with DesignBoom,
http://designboom.com/eng/interview/ito_statemen
t.html, (accessed January 2013).
Krüger, S. 2009, Textile Architecture, First edn, Jovis
Verlag GmbH, Berlin.
Perrella, S. 1998, "Hypersurface theory: Architecture ><
Culture", Architectural Design, 68(5/6), 8.
Quinn, B. 2010, Textile Futures - Fashion, Design and
Technology, First edn, Berg, Oxford - New York.
Ramsgard Thomsen, M., & Tamke, M. 2009.
"Narratives of making: Thinking practice led
research in architecture", Communicating (by)
Design 2009, 1-8.
Semper, G. 1860, "Der Stil in Den Technischen Und
Tektonischen Kunsten: Bd. Die Textile Kunst Fur
Sich Betrachtet Und in Beziehung Zur Baukunst",
1860: 1st ed.: Nabu Public Domain Reprints.
Spuybroek, L. 2008. "The Architecture of continuity".
Rotterdam: V2_Publishing, pp.227-228.
Vallgårda, A. 2009, "Computational Composites Understanding the Materiality of Computational
Technology", PhD dissertation, IT University of
Copenhagen.
Vallgårda, A. & Bendixen, C. 2009, "Developing
knowledge for design by operationalizing
materials", Engaging Artifacts, Nordic Design
Research Conference 2009 Oslo School of
Architecture and Design, Oslo.
Van Berkel, B. 2012. "Who's afraid of colour, light and
shadows?" In M. H. Haeusler, M. Tomitsch & M.
Tscherteu (Eds.), "New Media Facades - A Global
Survey", avedition.
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DOUBLE VISION - RESEARCHING
FASHION DESIGN PRACTICE BY USE
OF QUALITATIVE TECHNIQUES
ULLA RÆBILD
FIRSTNAME LASTNAME
KOLDING SCHOOL OF DESIGN & TEKO
AFFILIATION
UR@DSKD.DK
NAME@NAME.COM
ABSTRACT
Present short paper concerns itself with the
question of how new ways of understanding the
work methods of professional fashion designers
can be uncovered. The paper presents two different
but interconnected discussions, one relating to the
use of interview and video when researching studio
practice, the other addressing the practice of
analysing through sketching and metaphorical
imaging.
INTRODUCTION
This paper concerns itself with the question of how new
ways of understanding the working methods of
professional fashion designers can be uncovered
through the use of qualitative techniques. In the paper I
wish to show and discuss how I have produced
empirical material. Furthermore, to explore a research
methodological observation, showing that the visual
data, produced by video ethnography, and the audio and
text data, produced by qualitative interview, not only
present themselves in different material forms, they also
seem to invite different analytical approaches. The
paper sets out from an ongoing Ph.D. study on fashion
design methodology
LITERATURE AND THEORY
To outline the background and motivation driving
present Ph.D. inquiry this section gives a short summary
on the theoretical foundation. This theory has helped
identify the lacuna and has given theoretical substance
and argument to what otherwise could be described as
gut feeling and assumption on behalf of the author. The
theoretical design methodological backdrop comprises
classic texts from architecture and industrial design
(Schön, 2001; Cross, 2006; Lawson 2006). Included are
more artistic method studies from dance, film and
sculpture, such as choreographer Twyla Tharp’s The
Creative Habit (2006) for her descriptions on muscle
memory. In addition, I lean on some of the few texts
available on fashion design and method; Lars Hallnäs’
The all-important difference...concepts of creativity in
the fashion design process (2007); Julia Gaimster’s
Visual Research Methods in Fashion (2011), looking
broadly at visual methods in industry and education;
Nixon & Blakeley’s Fashion Thinking (2012), a recent
article which points towards distinct features of the
fashion design practice involving temporal, spatial and
social dimensions, articulated taste and the balance
between commercial goals and artistic necessity.
The core motivation that fashion designers will benefit
from gaining access to formal methodological
knowledge has been fuelled from several sources.
Central is Skov’s report on the work lives and careers of
Danish fashion designers (2012) where some of her
conclusive recommendations lead to formal knowledge
building, implementation of fashion designers at
strategic levels and the birth of an actual fashion
designer organisation setting an agenda of its own. Thea
Mikkelsen’s recommendation of an explicit
methodological language in creative fields (2009)
sustains this view. Further theoretical grounding is
provided by Vangkilde (2012), Melchior (2008),
Entwistle (2000) and Kawamura (2005).
When entering the process of analysis and inference in
the Ph.D. project, I intend to include an eclectic
selection of concepts from phenomenology, process
philosophy and pragmatism. In this paper, this is
exemplified by de Certeau’s text The Practise of
Everyday Life - Spatial Stories (1984) and the tropes of
Place and Space, Maps and Tours.
DATA AND METHODS
The inquiry is built as a qualitative case based study of
professional fashion designers working in-situ. The
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overall approach is phenomenographic, in the sense that
it obtains descriptions of phenomena (Dall ‘Alba &
Hasselgren 1996) with a pragmatic (Rylander 2012) and
reflexive (Pink 2006) stance, focusing on experience
and experiential knowledge. It has been important to
ensure a methodological opening towards the bodily
aspects of designing fashion, hence to find a way to
produce and obtain data on actions and embodied
knowledge as well as descriptions. For this purpose the
chosen qualitative techniques are visual ethnography
(Pink 2006) and semi-structured qualitative interview
(Brinkmann &Tanggaard 2010). Video film is
appropriate when aiming at obtaining bodily actions,
embodied knowledge as well as non-linear processes,
whereby the qualitative interviews allow the informants
to describe their own experiences related to the work
methods they use when designing.
Figure 2: Categorising descriptions
EVALUATION OF DATA
The paper builds on empirical data from two Danish
case studies undertaken between May and December
2012. They are the first two cases out of a scheduled
five in total. The last three will be in London and
Copenhagen in the spring 2013. The objective for
selecting the cases has been to create maximum variety
of both educational background and type of company,
but all with Scandinavian roots. The framing is set up to
allow for a broad range of design methods to emerge but
also to ensure a certain compatibility in the empirical
data. In the process of data production, I conduct
interviews with the designers, which is later transcribed.
Through the following iterative data processing it has
been possible to categorize the fashion designers own
descriptions of how they work as design methodological
actions related to various areas of the design work. In
the process I have colour coded all method descriptions
and design areas (fig.1), cut up the texts and begun the
work of forming a phenomenographic outcome space.
(fig.2)
Figure 3: Video footage
Figure 4: Design meeting at Part Two
Figure 5: Studio space at Barbara I Gongini
Figure 1: Colour coding descriptions
The video observations were conducted in the studios of
the designers. In both cases I was allowed to follow and
to video film the process of developing a fashion
collection. This meant being present in workshops, at
design meetings and fittings, in run throughs and at
evaluations (fig. 3 -5)
I was allowed to observe the designers in their studios at
any time and also received briefings from them specific
to the progress of their collections. Video filming
fashion designers at work creates a certain distance to
an otherwise familiar subject (author being trained as a
fashion designer) and it has become a methodological
practice for me to note down daily observations and
reflections to supplement the video footage, in order to
remember fleeting thoughts and notions.
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RESULTS
When choosing the qualitative techniques, the object
was to create a possibility for different types of design
knowledge to be captured. Video filming and
interviewing obviously produce two very different types
of empirical data but before entering the empirical
work, it was not clear how this difference would appear
in relation to the knowledge each method would portray
or represent. What transpires at this stage, half way
through the study, is that each method seems to
formulate in its own individual way. Perhaps
‘materialise’ is a better word than formulate, because
the empirical data emerges as two different forms of
material, both on a concrete level in the transcriptions,
mappings, film clips and captured actions, but also,
more abstractly, in how both sets of data communicate
and begin to have ‘wills’ of their own.
One set of data appears linear, orderly and map-able, as
the interview descriptions work their way through the
processes of creating a collection. This makes it
possible to form a design methodological fashion
related language by separating passages of text in to
sound bites that become detailed containers of specific
fashion design knowledge. In the interviews the more
analytical structuring of the fashion design work and the
building of a fashion collection emerges very clearly but
there is little or almost no descriptions of knowledge in
relation to bodily skills and practices, which is
surprising, considering the field.
The other set of data, video observations, seems to have
a different tempo. Its mode is more like a submersion in
matter. The data reflects the multiple temporal and
spatial shifts throughout the day, as the designers move
from ideating one collection to fitting the previous,
evaluating sales samples on the one before that and
looking at sales statistics from even earlier, constantly
shifting back and forth in time. The visual data
produced and the process of being within the data as it
happens, has begun to create metaphorical images. As
opposed to the interview data, knowledge doesn’t seem
to be enclosed in the detail but in a three-dimensional
and somehow ‘whole’ experience.
By constantly observing the designers as they undertake
their tasks, the processes observed slowly mould
themselves into what transpires as possible general
approaches specific to fashion designers involving
body, time and space. These have presented themselves
in a metaphorical language partly developed via the use
of sketching. I will give an example of this process.
WATER RIPPLES – AN EXAMPLE
In observing the fashion designers two things stood out
early on in the process. They were as preoccupied with
the notion of continuity as they were with the notion of
‘the new’ and were working in many different modes of
the future simultaneously, represented by the multiple
collections in various stages of progress present in the
daily work. Throughout the fieldwork these notions kept
challenging me, to try and find a way by which they
could be visually understood. A strictly linear model
was not appropriate for the temporal aspect and for
some time I sketched different spiral forms that were
also to be discarded. Then I began to see the process as
rings inside each other, each ring representing a
collection, and the designer moving from one to
another. The image still didn’t do the right thing. It was
too static until it suddenly came across as water ripples
(Fig 6 &7). The metaphor of water ripples suggests a
way of understanding how the above notions of time,
collections and continuity are not only interlinked but
also in a state of constant movement.
Figure 6: Water ripples
Figure 7: Water drop
If the water represents the matter itself, the total work of
the designer, one could see the water drop as the tiny
added ingredient or ‘difference’, as Hallnäs refers to it
(Hallnäs, 2007), in each new collection. This small
addition affects what already exists without drastically
changing it. The notion of continuity is preserved. Each
drop is the basis of a collection that pushes the previous
further and further out until it disappears and no longer
has any significance on the daily work.
In working with the data, the visual material has called
for analysis via sketching and metaphorical imaging,
whereas the interviews have called for condensing
meaning, mapping and categorization. The different
impact of the two qualitative techniques, as described
and exemplified in this section, needs to be closely
addressed in the thesis. But how can it be understood?
Looking at the data outcome through the ‘spatial lens’
of de Certeau could offer a possible interpretation.
DE CERTEAU AND THE CONCEPTS OF PLACE AND
SPACE (MAPS AND TOURS).
de Certeau sets out to discuss the difference and
connection between the concepts of place and space.
He describes place as (…) the order (of whatever kind)
in accord with which elements are distributed in
relationships of co-existence. It thus excludes the
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possibility of two things being in the same location (…)
the elements taken into consideration are beside one
another, each situated in its own ‘proper’ and distinct
location (de Certeau, 1984, p.117)
He then goes out to state that space (…) exists when one
takes into consideration vectors of direction, velocities,
and time variables. Thus space is composed of
intersections of mobile elements. Space occurs as the
effect produced by the operations that orient it, situate
it, temporalize (…) in relation to place, space is like the
word when it is spoken (…) In contradiction to the
place, it has thus none of the univocity or stability of a
“proper” (Ibid).
de Certeau interlinks the two concepts by concluding
that (…) space is a practised place (Ibid.)
This description aligns well with the data experience
described earlier. The interview data can be seen as a
representation of a design ‘place’ and the video footage
as a representation of a design ‘space’. de Certeau also
offers a metaphor of ‘place’ being similar to a map, the
floor plan of an apartment, as opposed to ‘space’, a
guided tour of the rooms (Ibid. p.119). de Certeau uses a
word for the practice of the place, namely that of a map,
that is a frequent practice in design and which this
inquiry also intends to use via the presence of
phenomenography. By relating place and map it is clear
why the design ‘place’ represented in the interviews
presents data well in a mapping analysis. Actions and
design methods are beside one another, each situated in
its own ‘proper’ and distinct location. Contrary to this is
the ‘tour’, giving the image of walking the walk, being
physically emerged and engaged in the surroundings.
The experience is being composed of intersections of
mobile elements, creating narratives without univocity
or stability but using the language of metaphors to
transport inlaid knowledge.
CONCLUSION
In the paper I have shown how two qualitative research
techniques generate different types of data material,
which call for different analytical grips. The visual data
invites metaphorical imaging and the interviews invite
mapping and categorising, a double vision that can
provide new knowledge on how fashion designers
ideate, develop and organise their work. The metaphor
of the water ripple might potentially challenge the
image of fashion designers working in a blind search for
the ever changing ‘new’. It suggests a different driving
motivation altogether, where the fashion designer
reflects the present in a softer mode of continuity,
although still structured round the seasons of the fashion
industry. This is something that will be interesting to
look at more closely in the future, along with other
emerging tropes related to different understandings of
bodily knowledge as well as the building of collections.
ACKNOWLEDGMENTS
I would like to thank all the designers and staff
members at both Barbara I Gongini and Part Two for
their kindness and open approach towards this project. I
am also grateful for inspiring and challenging sessions
with course leaders and fellow doctoral students at D!
School. Danish Centre for Design Research, TEKO –
via university college Herning and Kolding School of
Design jointly fund the project Framing the Body –
investigating Design Methods in Fashion.
REFERENCES
Brinkmann, S. and Tanggaard, L. 2010, Kvalitative
metoder – en grundbog. Denmark, Hans Retzels
Forlag.
Cross, N. 2006, The Designerly Way of Knowing.
London: Springer Verlag
Dall’Alba, G. & Hasselgren, B (Eds.) 1996, Reflections
on Phenomenography: Toward a methodology?
(Gothenburg Studies in Educational Sciences No.
109) Gothenburg: Acta Universitati, Gothenburg
de Certeau, M. 1984, The Practice of Everyday Life.
Berkely: University of California Press.
Entwistle, Joanne 2000, The fashioned body. Fashion,
dress and modern social theory. T.J. International,
Padstow, Cronwall, Great Britain: Polity
Press/Blackwell Publishers Ltd.
Gaimster, J. 2011, Visual Research Methods in fashion.
Berg, NY.
Hallnäs, L. 2007, The all-important difference…
concepts of creativity in the fashion design process.
Sensuous Knowledge Conference 2007. University
College of Borås. Swedish School of Textiles.
Lawson, B. 2006, How designers think: The Design
Process Demystified. Oxford: Elsevier Ltd.
Melchior, M.R. 2008, Dansk på Mode! En undersøgelse
af design, identitet og historie I dansk
modeindustri. Danmarks Designskole. København.
Mikkelsen, T. 2009, Kreativitetens Psykologi. Hvad du
som kreativ bør vide om dig selv og din psyke. Nyt
Nordisk Forlag Arnold Busk A/S. KBH.
Pink, S. 2006, Doing Visual Ethnography. Images,
Media and Representation in Research. Sage
Publications Ltd. UK.
Schön, D. A. 2001, Den reflekterende praktiker.
København: Klim.
Skov, L. Danske Modedesigneres karrierer (2012, ebook, CBS, KBH)
Vangkilde, K.T. 2012, Branding Hugo Boss. An
Anthropology of Creativity in Fashion. KU, CPH.
Kawamura, Y.2005 Fashion-ology. NY: Berg
Tharp, T. 2006, The Creative Habit. Learn it and use it
for life. Simon and Schuster paperbacks. NY.
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THE IN-BETWEEN: AN
EXPERIMENTAL VENTURE INTO THE
POSITION OF THE DESIGNER.
SUSANA CÁMARA LERET
BAS RAIJMAKERS PHD (RCA)
DESIGN ACADEMY EINDHOVEN
DESIGN ACADEMY EINDHOVEN
SUSANA.CAMARALERET@DESIGNACADEMY.NL
BAS.RAIJMAKERS@DESIGNACADEMY.NL
ABSTRACT
Increasing interdisciplinary collaborations between
art, design and science, draw attention to the need
of elucidating the position of the designer. Here
this stance is identified as an in-between position,
characterised by its exploratory nature, which
presenting examples from such interdisciplinary
collaborations, we will explore how working from the
in-between, means designers take on different roles
within multidisicplinary projects. Such roles vary from
intermediaries between the different partners to
interventionists in changing situations, as well as
knowledge facilitators. We hope to illustrate the
possibilities and implications such an in-between
position of the designer might pose, contributing to the
ongoing discussion on the experimental practice of
design.
contributes to the experimental practice of design
as a whole. This interstitial position for design, is
furthermore identified as an empowering one,
which can open up doors to novel opportunities
and outcomes, by enabling designers to engage
within the processes that construct meaning.
INTRODUCTION
In this paper we will try to address the in-between
position of the designer as an empowering one, which
can open new avenues for research and lead to novel
outcomes. Such opportunities might remain closed or
distant for those remaining within practices firmly
grounded in one discipline or field. Addressing the
practice of design as a generative one, we will extract
insights from design writers such as Lucy Kimbell and
futurist Stuart Candy, but also expand on these views by
including filmmaker and writer Trinh T. Minh-Ha's
views on liminality.
The reflections contained within this paper derive from
personal experiences encountered in recent
multidisciplinary projects, such as G-Motiv, which
investigates game elements as motivational triggers for
behavioural change, within the Creative Industry
Scientific Programme (CRISP) in the Netherlands. By
EMBRACING UNCERTAINTY
Interdisciplinary ventures between designers, artists and
scientists inevitably lead to a crossover of work
methodologies and ideas. This exchange often begins
with set roles and goals for collaborators. Design, more
often than not, will redefine its initial question (Kimbell
2012), changing the nature of the debate. This reframing
of the initial brief, brought forth by a generative
practice, will extend beyond the pre-defined boundaries
of any collaboration.
Designers play with boundaries, an exploratory practice
which is experimental as it entails a questioning of
meaning and set definitions. An example can be found
in EVASIA, a design fictions proposal currently under
development within the G-Motiv project, as part of a
Research Associateship at Design Academy Eindhoven.
EVASIA addresses the use of smell as a storytelling
tool to explore experience in the context of drug
addiction, by integrating the scent expertise from the
Olfactive Design Studio (ODS) of International
Flavours and Fragrances (IFF). In this manner, EVASIA
expands upon G-Motiv's list of collaborators and
knowledge, enhancing the project's focus area by
highlighting the relevance of sensory and subjective
insights.
Similar approaches situate designers as instigators or
generators of situations. They imply a wider scope for
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design, through an expansion which takes place in more
than one direction at a time. These deviations to the
official storyline, contribute to a level of ambiguity and
uncertainty, which designers must often cope with
throughout a project's development. Nevertheless, it is
through such side exercises or accidents that meaning is
created, essentially informing the design process (see
Figures 1 and 2).
Figure 1: Design process-flow diagram.
Figure 2: Deviations or accidents inform the design process.
THE POSITION OF THE DESIGNER
This inquisitive approach is understood through a shift
from focus on the process of design, to focus on the
position of the designer. Trinh T. Minh-Ha is a
filmmaker and theorist whose philosophical writings
explore liminal stances, serving as inspiration to
validate the in-between position of the designer.
Design's explorative nature, requires an understanding
of the interdependencies between the different
categories at play, which means working within the
spaces where these merge and coexist.
This is the space in-between, described by Trinh T.
Minh-Ha as "the interval to which established rules of
boundaries never quite apply" (T. Minh-Ha 1992).
Within the G-Motiv project, it results from the
crossovers between the scientific partners (Delft
University of Technology, University of Amsterdam,
Vrije Universiteit, Erasmus University and the
Technical University Eindhoven), the creative partners
(Design Academy Eindhoven, Monobanda, IJsfontein,
RANJ and Novay) and the service or healthcare
providers (Berenschot, Careyn and Brijder).
Exchanges within these liminal spaces constantly
challenge set structures, shifting focus from seeking a
solution to a pre-defined problem, to that of
interventions on behalf of the designer. From an inbetween position, designers can actively influence
knowledge generation processes and validate these by
facilitating an exchange of information between the
different collaborators. This exchange comes from
embracing those "elements that escape the structure",
which often lead to "accidents that are created by letting
go of things while you are in full control of them" (T.
Minh-Ha 1992). Designers engage in the co-evolution
of a multidisciplinary project from different angles, by
understanding the different aims and needs of its
collaborators. The designer becomes an interventionist,
as these exchanges lead to "blueprints and artefacts
along the way [which are] designs towards the final
design"(Kimbell 2012).
The expansive character of design creates and explores
new options, rather than limiting itself to pre-existing
avenues. An example can be found within EVASIA's
Play the Future! workshop, which brought together GMotiv's creative partners to speculate upon the future of
games. The workshop looked beyond the frames of GMotiv, applying game theorist Leigh Alexander's
(Alexander 2012) three postulates on the future of
games (games will never end, games won't be perfect,
games will be played everywhere) to the three focus
areas of G-Motiv: physical stimulation (Alzheimer
patients), mental stimulation (addiction patients) and
stimulation of pro-social behaviour (workplace
environment). Extending beyond the project's
immediate goals, the workshop led to outcomes which
explored alternative possibilities of collaboration
between the creative partners, resulting in three game
concepts: tools to catalyse social group behaviour,
crowdsourcing emotions through smell, and ringtones
for mindsets (see Figure 3).
Figure 3: Play the Future! workshop results extended beyond GMotiv's immediate goals, exploring the future possibilities of games.
MEANING, NOT TRUTH
Working within such liminality means design does not
own anything. Designers become intermediaries, which
explore and question relationships between science and
society.The parallel stories they conjure from such
activities bring forth real desires and anxieties, "creating
meaning, not truth" (T. Minh-Ha 1992), as they extend
beyond sums of facts. This knowledge does not aim to
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be scientific, as it is not based on objective facts. In the
case of EVASIA, it stems from a discussion which
becomes more precise over time, as the projects, designs
and exchanges with G-Motiv's collaborators evolve.
where the patients spend most of their time throughout
the day, proved to be one of the most anxiously
perceived spaces, identified as excessively noisy and
chaotic.
This often requires the need to speak various 'languages'
in order to facilitate the necessary exchanges between
healthcare providers, patients, scientific, creative and
industrial partners. Design artefacts can serve to
materialise "the possibility space" (Candy 2010) from
such interactions. Operating as interstices between "the
world that is and the world that could be" (Candy 2010),
they point towards alternative processes for the
construction of meaning.
Within G-Motiv's framework, EVASIA considers this
merge between fictions and reality, exploring the
possibilities of alternative stories. (see Figure 4).
Figure 5: The sensory interviews revealed how the clinic is perceived
by the patients, based on experience of each space.
TO SPEAK NEARBY
Figure 4: Stuart Candy's diagram of "possible, probable, and
preferable futures as subsets of possibility space" (Candy 2010).
Fantasy is a motivating game element, which often
addresses the emotional needs of learners, allowing
players to experiment with new constructs in low-risk
environments (Malone, Lepper 1987). For this reason,
an optimum learning environment might be one in
which individuals can create their own fantasies. Design
fictions can provide conversational platforms (Candy
2010), through which parallel stories can be told,
addressing human needs and desires. Acting as
testimonies of contemporary culture, these stories can
provide contexts to investigate further play’s frames,
between reality and the game world, and its paradoxes
for therapy (Bateson 1955/1972).
To explore personal stories and experience, a series of
sensory interviews were conducted at healthcare
provider Brijder's drug rehabilitation clinic Mistral, in
Den Haag. The patients, aged between 14-22 years old,
were asked to draw a free map of the clinic, including
those places they wished to talk about during the
interview. They were asked to consider what spaces
they liked the most or least, as sounds and smells were
recorded or sampled, whilst visiting these locations. The
outcomes revealed a different perception and
categorisation of the clinic, based on experience. The
communal living and eating room for example, a place
Design can create platforms, working from a humanscale, to explore alternative ways of expression. This
approach involves a constant play between different
narratives, engaging with fact and fiction. In this
manner "the narratives shift back and forth between
being informational, reflective or analytical, and being
emotional, trivial, absurd or anecdotal" (T. Minh-Ha
1992). In the context of EVASIA, this suggests a direct
engagement with the reality of the patients, where
design provides the necessary tools and voice for the
construction of their own definitions and meanings.
This is intrinsic to design's concern with the "human or
micro-scale" (Kimbell 2012). Such co-creation devices
and processes differ from data gathering exercises.
Instead, they generate awareness, by drawing attention
to the politics of health and its social manipulations,
actively contributing to the construction of personal
identity.
Taking an in-between position is therefore also an act of
resistance, as from such a position one does not intend
to "speak about", but to "speak nearby" (T. Minh-Ha
1992). The in-between position of the designer,
empowers an experimental and critical practice for
design, as it refuses to reduce its role "to that of a mere
device to authenticate the message advanced [by
others]" (T. Minh-Ha 1992). Speaking nearby, design
will provoke new ideas, awareness and reflections, by
pointing to the processes that construct new meanings.
Furthermore, by adopting such an in-between position,
design is no longer subject to the regulations of those
well-defined boundaries, therefore gaining the necessary
freedom to explore the possibility space (See Figure 6).
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shift from focus on the process of design to focus on the
position of the designer as an in-between position,
which operates within an interstitial, or possibility
space. Interventions originating from that space enable
designers to explore processes at the micro, or human
scale whilst embarking on speculations beyond the
limits of the individual entities it navigates between. In
this manner, design does not speak about, but nearby, as
it provokes the construction of new meanings.
ACKNOWLEDGEMENTS
Figure 6: To "speak nearby" means designers operate within the
possibility space (coloured areas), from an in-between position.
FUTURE WORK
EVASIA will explore the in-between position by
designing the relationship between now and the future,
working between the patients and the other G-Motiv
partners. This will be done by developing two
complementary lines of work, comprising speculative
and more immediate designs. The speculative work will
consist of a series of 'companion species', working as
provocations or rovers of emotional experience. These
will be built into the context and routines of Mistral, to
avoid decontextualisation.
The more immediate line of work will consist of
experience prototypes, of elements of the companion
species. These will build upon the insights previously
obtained in Mistral. They will be a first step towards the
speculative designs, and a tool for understanding their
meaning. The overall outcomes will aim to reveal new
narratives and behaviours, valuable to the different
collaborators within the G-Motiv project.
FINAL CONSIDERATIONS
In this paper we looked to integrate insights from
outside experts to design research, such as filmmaker
and theorist Trinh T. Minh-Ha and futurist Stuart
Candy. Combining their 'liminal' views with those
offered by known voices within the design profession
such as Lucy Kimbell, we hoped to further expand on
the notion of the in-between, likewise alluding to ways
in which the design practice can be informed from such
external perspectives. This is in no means intended as
another definition for design. Instead, it stands as an ode
to its experimental nature, as such resistance to
categorisation is what perhaps allows it to continuously
expand its frontiers.
CONCLUSIONS
Design's experimental nature is intrinsic to its
exploratory character. This often leads to deviations or
side exercises that account for the ambiguity and
openness of its practice. Such an approach, requires a
The Readership Strategic Creativity and the G-Motiv
project are partly funded within the Creative Industry
Scientific Programme (CRISP). CRISP is supported by
the Dutch Ministry of Education, Culture and Science.
The authors wish to thank the CRISP research team at
Design Academy Eindhoven and the entire G-Motiv
team for their support, particularly Danielle Arets, Ré
Dubhthaigh and Mike Thompson for their input and
vision. A special thanks to Renske Spijkerman and
Berend Hoffman from Brijder and the Mistral
rehabilitation clinic, for enabling this research. Our
deepest gratitude to all the patients who openly
collaborated with their personal experiences, throughout
the development of this proposal.
REFERENCES
Kimbell, L. 2012. 'Design Commission Inquiry into
Redesigning Public Services. Evidence from Lucy
Kimbell'. Design leads us where exactly?: Design
and design thinking in public services, weblog
post, 22 November, accessed 7 December 2012,
<http://designleadership.blogspot.co.uk/2012/11/de
sign-and-design-thinking-inpublic.html?utm_medium=referral&utm_source=p
ulsenews>.
T. Minh-Ha, T. 1992. 'Framer framed', London:
Routledge, pp.161-180, pp.181-190.
Alexander, Leigh. February, 2012. 'Three Ways to Play
the Future'. Arc Magazine. 1.1: pp.124-129.
Candy, S. 2010, ‘The Futures of Everyday Life: Politics
and the Design of Experiential Scenarios', Creative
Commons, pp.22-59.
Bateson, G. 1955/1972, 'A Theory of Play and Fantasy
in his Steps to an ecology of mind', New
York:Balantine Books, pp. 177-193.
Malone, T. W., & Lepper, M. R. 1987, 'Making learning
fun: A taxonomy of intrinsic motivations for
learning. In R. E. Snow & M. J. Farr (Eds.),
Aptitude, learning, and instruction, III: Conative
and affective process analysis', Hillsdale, NJ:
Lawrence Erlbaum Associates, pp. 223-253.
Wise, RA. 'Brain Reward Circuitry:Insights from
Unsensed Incentives'. Neuron. 2002; 36:229-340.
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AGEING AS DESIGN CULTURE
OZGE SUBASI1,2
LONE MALMBORG
1. VIENNA UNIVERSITY OF TECHNOLOGY
IT UNIVERSITY OF COPENHAGEN
2. INSTITUTE FOR DESIGN ANTHROPOLOGY
MALMBORG@ITU.DK
SUBASI@IGW.TUWIEN.AC.AT
ABSTRACT
This paper discusses emerging themes related to
design culture of ageing or in other words ageing
as design culture. By looking into existing
experiment and exploration practices from
different countries on ageing and design, this paper
summarizes outcomes from a full day international
expert’s workshop. The main outcome is a need for
a broader understanding of ageing that goes
beyond the definition of ageing by means of age,
deficits and needs. We introduce four main issues
that emerged from our discussions in our workshop
on how to deal with ageing as a subject of design
experiments. These four themes can be considered
as initial steps for building a framework for design
culture of ageing. A theoretical framework of
design and ageing could help designers to better
understand the dynamic interrelations and different
states of ageing. This discussion further can open
up new creative spaces related to ageing as design
culture.
INTRODUCTION
With the demographic change, ageing has been a topic
of interest for various disciplines in the last decade.
Various models point to different perspectives on
ageing studies. Among others, designers were also
involved in ageing related design works. The
interdisciplinary tradition of “designing for ageing
society” starts from late 80’s with work on telemedicine. In recent years with the introduction of
assistive design to the area, it gained more emphasis.
We concentrate on interdisciplinary framing of design
theoretical perspectives on ageing and design. “Design
culture of ageing” or in other words “Ageing as design
culture” is the output of some years of practical work on
the area. We looked into existing experiment and
exploration practices from different countries on ageing
and design based on self-reporting of the individuals
involved in collaborative projects. The main outcome
here is to point to a broader understanding of ageing
(from a design perspective) that goes beyond the
definition of ageing by means of age, deficits and needs.
In this short paper we introduce four main issues that
emerged from our discussions in an experts’ workshop
on how to deal with ageing as a subject of design
experiments. We introduce these four themes as initial
steps for building a framework for design culture of
ageing. A theoretical framework of design and ageing
could help designers to better understand their standing
and its relations to other disciplines in relation to
ageing). This discussion further can open up new
creative spaces based on design-led approaches related
to ageing as design culture.
LITERATURE AND THEORY
More than a decade designers were part of projects on
ageing and design (e.g.: designing for ageing well).
Until recently, the strong focus of such design
explorations on ageing was on technology and service
design. As an example European Commission funded
program of Ambient Assisted Living (AAL) (Anon.
2012) includes more than hundred collaborative design
and technology projects on ageing and design. In a
closer look, most of these projects follow a “problem
oriented” approach based on biological age definition,
e.g.: see a recent report from European Commission
(European Commission – DG ECFIN. 2012). There are
actually many design research examples that indicate to
parallel issues and offer solutions (e.g.: Scandinavian
participatory design approach and design techniques or
work of Helen Hamlyn Center, Age and Ability
Research Lab). Design plays a role on almost every
project from well-known problem solving oriented
assistive design models to successful inclusive design
examples. Our aim is to discuss some of the important
points from existing examples in order to define most
important themes for a design perspective on ageing.
Critical gerontology defines the process of ageing
successfully as being the end product and the
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normatively desirable state (Holstein and Minkler
2003). They point to possible harms of this
understanding to older people (ibid.). In their critique to
this approach they define a “needed complexity in
thinking about the relationships among individual
biography, social and cultural norms, and public policy”
(ibid.). Essen and Östlund (2011) discuss the potentials
of such a complexity for design and innovation. They
point to the importance of a broader understanding of
ageing that is beyond definitions of biological age
(ibid.). One way of dealing with this for designers
would be looking into situations. Situated understanding
of elderliness (Brandt et al, 2010) is an approach that
aims to go beyond the stigmatizing understanding on
ageing. ‘Situated elderliness’ as a notion aims to define
ageing and old age not with biological age, nor with
institutional categories, but rather by looking into
everyday practices (Brandt et al, 2010). If we try to
understand particular situations that make people “feel
old”, we can also set dynamic design explorations for
non-stigmatizing design solutions. But how?
Ageing is not an easy domain for designers. Everyday
of an “ageing” person is not just out there in full detail.
However, there are numerous communities with whom
designers can collaborate. By looking into everyday
practices of established communities, it is possible for a
designer to gain some insight to particular issues.
Borrowing from Lave and Wenger’s notion of
communities of practice (Lave and Wenger 1991), this
approach is called communities of everyday practice,
and it aims helping designers to use “elderly’s existing
everyday practices as frame and starting point” (Brandt
et al, 2010).
We introduced couple of strategies for designers to deal
with the complexity of ageing as a design exploration
area. The introduced topics above are not new.
However, until now the relations of situated elderliness,
broader needs for definitions and further aspects of
design and ageing have not yet been theoretically
related to each other for design. The relations of
innovation research theory and practice (Essen and
Östlund 2011, Kohlbacher and Herstatt 2011) to
ageing, everyday routines of ageing people, aesthetic
and design choices are all interesting questions that can
relate to our introduced work. Roles of “diversity”,
“heterogeneity” and “abilities” are the core themes,
based on an ability-based understanding of aging
(Wobbrock et al 2011) and situated elderliness (Brandt
et al 2010) for future research on the topic. A discussion
of the relations and meanings of such issues to design
and to each other can help us set up a new design
perspective on the issue. For design, we call our early
understanding “ageing as design culture/design culture
of ageing”.
METHOD AND EVALUATION
This paper is based on the experts’ discussion from an
international design workshop on ageing, namely
“Elderly’s Everyday Practices as a Design Approach”.
The workshop was held as a part of the NordiCHI 2012
Conference, Copenhagen. The call for papers to this
workshop was distributed through well-known digital
channels, such as email lists with more than 2000
members. As a result 8 papers were accepted from 6
different countries (Austria, Sweden, Denmark, Finland
Hong Kong, and UK). The participants were from
different fields with a common interest on “designing
and elderly”. Examples of different disciplines involved
in this workshop are: Design, design sciences, human
computer interaction, inclusive design, occupational
therapy, rehabilitation engineering. All the participants
had collaborative research, experiments and
explorations practice, and all workshop participants
worked together with elderly in everyday situations.
The full day workshop was divided into three parts. In a
first round participants gave examples to their practices
from design and elderly, introduced their experiment
and exploration strategies and findings. Here is the short
summary from position papers:
Eva Eriksson discussed results from an EC funded
project on established practices of design
communication with vulnerable generations, children
and elderly. The main consideration of this paper was
on modernizing and developing educational programs.
Marie Ertner introduced representations of elderly and
current approach of fragmenting them into countless sub
categories. She gave concrete examples from the field
about the complexity on how the elderly is performed.
Özge Subasi gave examples from EC-AAL funded
Stimulate Project on lack of clear guidelines that
support communication between designers and older
people. She introduced a co-creation tool for capturing
design inspirations. Thomas Binder and Lone Malmborg
introduced their previous work on everyday practices of
older people, notion of communities. The importance of
communities and fieldwork were discussed. Paul
Sugarhood introduced the ATHENE (Assistive
Technologies for Healthy Living in Elders: Needs
Assessment by Ethnography) project and gave examples
to challenges and most important barriers (physical,
sensory and psychological) for involving people in the
design process. Susanne Frennert talked about the
adoption of robots by older adults. By concentrating on
social meanings of robots in the life of old adults, her
paper looked into possible future everyday practices of
senior’s homes and robots. Kirsikka Vaajakallio
introduced a case study from the city of Kauniainen on
how design students rethink the future of senior services
in a co-design process. Yanki Lee introduced examples
from a study with a community of 6,000 retired
academics living on campus of Tsinghua University,
Beijing. She discussed the shift of mindset to design for
the ingenuity of ageing. Britt Östlund discussed the new
potentials that are brought by older people and
presented a way on how we can conceptualize modern
ageing by making use of theories and concepts from
technology studies in social science.
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During this part of workshop, several overlaps were
detected across the fields and from different countries.
In the end of first round several questions indicated
similar issues. Examples to questions that were
mentioned more than one were on:
- How can we define and protect a respectful
language both for academy and daily
conversation on the issue?
-
How can we bring deep insights from the field
to the design space? (language, equal
participation, democracy)
-
What are the potentials of “being old” for
creative space? (older people as innovators,
urban participation, …)
-
What kind of tools, infrastructures are needed
for educating better designer generations for
this particular topic? (design education)
-
How can design and technology be better
integrated to real life issues of particular
ageing situations? (bottom up, communities,
everyday).
Second round was set as a discussion platform for
defining strategies for dealing with given problems and
issues. Here these questions were discussed and
categorized into four working themes (with further subthemes).
In a third round an overriding theme of “ageing as
culture” was further discussed as an umbrella term for
the topic. A general view on ageing and design has been
created for future research and experimentation agenda
based on this discussion
RESULTS
As a result of the workshop, four working themes are
defined based on individual’s (cross cultural) practices
in collaborative work with elderly. These are:
• Definition of “notion of elderly”
• Situated Elderliness
• Communities of Practices
• Role of the designer
In the last round “aging as design culture” has been
defined as overriding theme and the relations of these
four themes to “ageing as design culture” has been
discussed. Here is a short overview of the four themes:
Definition of “notion of elderly”: Today’s
experimentation and exploration practices have a wide
variety of definitions on the elderly. Most of these
definitions unfortunately are based on practical
categories, driven from technical experiments. They are
top down sets of categories (e.g.: age based user
groups). Here, it is important to develop a language and
set of definitions that are dynamically related to each
other but that avoid a generalisation and “otherisation”
of “elderly” as a specific group. Topics like: Bottom up
research on ageing notion, insights from the field,
defining heterogeneity in “ageing well” would all
belong to this theme.
Situated Elderliness: Situated elderliness is a new
paradigm that aim to point situational aspects of
environments, objects and changes in life courses that
might affect the perception of the self as “elderly” or
“not”. This dynamic understanding can help us to define
particular situations, services… etc. as more important
to consider in particular. This theme includes specific
problems related to ageing. Situated elderliness such as
practices of “feeling old” vs. “being old”, case studies
and examples of real-world seniors’ related to new
future technology design solutions and their expected
results, broader understanding of access and exclusion
can all belong to this theme.
Communities of Everyday Practices: Communities of
everyday practices is another important theme that can
help us collect and relate practices of seniors in their
local environments and daily settings. This theme here
is selected for understanding practices of a group with
similar interests independent from their age or
deficiencies. This approach helps us explore more
broadly and better grounded to real life situations.
Looking into community based practices in relation to
ageing (senior associations, clubs) in local settings,
finding new models for developing relations with local
communities can all belong to this theme.
Role of the designer: Lastly, in this process the designer
and design researcher have multiple roles that are to be
defined as a part of the process. This theme therefore
includes both the practices of design (e.g.: ethics, user
vs. vision driven) and possible pitfalls and further
design research paradigms (e.g.: co design, emphatic
design). Considerations such as broader understanding
of ethics, including design ethics, giving-back
mechanisms, visual language and sustainable processes,
considerations in arts and design education can be
discussed under this theme. This theme can further
include issues such as defining relevant design process
for supporting continuous involvement of senior
participants, exploring life experiences as sources of
innovations or creative space of life-span changes.
The workshop identified and discussed four emerging
themes related to ageing and design explorations. In the
third round an umbrella theme was created, namely
“ageing as design culture”.
Ageing as design culture as overriding theme aims to
define a sustainable design space for ageing related
issues. It is the mutual production of both parties
involved and it is the sum of the dynamic relations that
are explained above. Ageing as design culture avoids
categorising people by age or deficits, but consider
possible constraints of environments or changes in the
life course in the design process. It further is based on a
bottom up understanding of the notion of elderly and is
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bounded with everyday practices shaping senior
communities. The role of the designer here is to build
the related infrastructure that allows future
collaborations with communities. The designer is
responsible for creating the best democratic
communications, reflect and sustain her practices in
close collaboration with existing communities of
practices.
DISCUSSION
This paper focused on the existing practices in design
experiments on ageing and design. The introduced
themes and the conclusion on “ageing as design culture”
aim to define a dynamic design space for the future of
ageing related design explorations and experiments.
Elderliness) via usage of specific creative techniques.
By this way, she would not only produce a new idea but
also establish sustainable design process. We call this
approach Ageing as Design Culture/ Design Culture of
Ageing.
With this point of view, our goal is to go beyond a
disability-support assistive lens or a one-size fits all
inclusive design solution. On this paper we aimed to
explore an initial framework for design and ageing to
search the interrelations of existing perspectives and
their relations to design explorations.
ACKNOWLEDGEMENTS
We thank to all experts for valuable contributions to the
presented work.
REFERENCES
Anon, 2012. Catalogue of Projects 2012. http://www.aaleurope.eu/wpcontent/uploads/2012/08/AALCatalogue2012_V7.pdf
Accessed 06.11.2012
Brandt,E.; Binder,T.; Malmborg,L.; Sokoler, T. 2010.
Communities of everyday practice and situated
elderliness as an approach to co-design for senior
interaction. In Proceedings of the 22nd Conference of the
Computer-Human Interaction Special Interest Group of
Australia on Computer-Human Interaction (OZCHI '10).
ACM, New York, NY, USA, 400-403.
DOI=10.1145/1952222.1952314
http://doi.acm.org/10.1145/1952222.1952314
Figure 1: Sphere of “Ageing as Design Culture”
Ageing and its relations to design is a complex sphere of
mutual relations (Figure 1). It is important to give equal
emphasis on those relations in order to succeed in this
specific area of design explorations. As summarized in
Figure 1, the interrelations between four themes can
offer us numerous ways of looking into this rich topic.
To exemplify Figure 1, let’s imagine a scenario of a
young designer, named Lucy. Lucy wants to design a
new product on ageing & design. She can use her
existing skills such as creating co-design concepts
together with local seniors (role of designer) for
researching a particular notion (notions of elderly).
Here, she can benefit from existing communities and
years of everyday practices from these people
(communities of everyday practice) via observing them
and working with them. It might be important for her to
consider, planning and building sustainable ways of
working together with communities, using a proper
language and communication materials. She can define
and work out particular situations that she detected
during her research in ageing area (e.g: Situated
Essen,A. and Östlund,B. 2011. Laggards as Innovators? Old
Users as Designers of New Services & Service
Systems. In December Issue of the International Journal
of Design.
European Commission – DG ECFIN. 2012. The 2012 Ageing
Report
http://ec.europa.eu/information_society/newsroom/cf/ite
mlongdetail.cfm?item_id=4286. Accessed 06.11.2012
Holstein, M. and Minkler, M. 2003. ‘Self, Society and the
„new GErontology“’. The Gerontologist.
2003;43(6):pp.787–96. Available at:
http://www.ncbi.nlm.nih.gov/pubmed/14704376.
Kohlbacher,F. and Herstatt,C. (eds) The Silver Market
Phenomenon. Marketing and Innovation in the Aging
Society. Berlin: Springer Verlag, 2nd edition 2011.
Lave, J. and Wenger, E. 1991. Situated Learning: Legitimate
Peripheral Participation. Cambridge University Press,
NY, USA.
Wobbrock,J.O.; Kane,S.K.; Gajos,K.Z.; Harada,S.;
Froehlich,J. 2011. Ability-Based Design: Concept,
Principles and Examples. ACM Trans. Access.
Comput. 3, 3, Article 9 (April 2011), 27 pages.
DOI=10.1145/1952383.1952384
http://doi.acm.org/10.1145/1952383.1952384
COLUMNS ON THE FINAL PAGE SHOULD BE OF EQUAL LENGTH
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DESIGN EXPERIMENTS FOR
SUSTAINABLE EATING IN FINLAND
YOUNG-AE HAHN
MARJA SELIGER
AALTO UNIVERSITY
AALTO UNIVERSITY
YOUNG.HAHN@AALTO.FI
MARJA.SELIGER@AALTO.FI
ABSTRACT
This paper presents two design experiment
opportunities on sustainable eating in Finland.
First, clarification of scientific concepts is urgent
because misconceptions lead consumers to focus
on minor issues, or to develop negative perceptions
on sustainability. Second, a socio-cultural
approach to sustainable eating is proposed, by
investigating Finnish consumers’ perceptions on
food origins, how their social identities are
shaped/expressed with food, and the sustainability
of popular Finnish recipes. Future design
experiments on consumers’ knowledge, attitudes,
or behaviours with public installations and
commercial data collection systems are proposed.
INTRODUCTION
According to Freibauer et al. (2011), global food
demand will increase by 70 % between 2011 and 2050,
thanks to 9.2 billion of world population and changing
diets in developing countries. Inevitable food insecurity
will follow, from natural resource depletion and climate
changes that adversely affect food production. The
bidirectional relation between climate changes and food
production calls for our immediate actions to mitigate
anthropogenic greenhouse gas (GHG hereafter)
emissions from food.
Among all activities involved in the food supply chain,
the primary production of food—agricultural activities
to grow crops or rear livestock before processing,
packaging and distribution of food products—and how
it affects the environment deserve more attention:
Seppälä et al. (in Roininen, 2012: 33) have evaluated
that primary food production accounts for about 60 % of
all environmental impacts from food in Finland.
Virtanen et al. (2011: 1852) also estimates that
agricultural production accounts for 69 % of domestic
climate change impacts in Finland, among which meat
(25 %) and dairy (20 %) have bigger impacts than grain
(11 %).
Considering consumers’ dietary choices significantly
shape a country’s agricultural planning and land use,
Finnish consumers have the power to drive Finnish
agricultural practices in a more sustainable direction.
For instance, Saarinen et al. (in Roininen, 2012: 34)
suggests that the climate change impacts from
household food consumption can be decreased by 75 %
by simply switching to “a vegetable rich, but still
nutritious, seasonal diet”. Such a change will be
beneficial to both environment and consumers.
Currently Finns’ daily meat consumption is 198.7 g per
capita, and it is much higher than world average of
127.6 g. Finns’ daily dairy consumption was 98.9 g per
capita, and it is the highest in the world. According to
Dietary Guidelines for Americans (2010), adults
generally need 10 to 35 % (50 to 175 g) of protein,
based on a 2000 kcal/day diet. Excessive dairy
consumption is linked to prostate cancer, and eating too
much meat can increase the risk of heart disease.
Reducing meat and dairy from Finnish diet is a logical
step to take. Finnish consumers, however, do not see the
urgency and gravity of the issue. Latvala et al. (2012:
75) found that 48 % of Finnish participants eat beef and
pork over three times a week, and they do not intend to
change their current eating habits.
This study assumes that lack of communication and
understanding between scientists and consumers is at
the bottom of this phenomenon: consumers do not
understand what scientists are talking about and how it
is relevant to their grocery shopping or dinner.
Scientists do not know why consumers cannot adjust
their behaviours according to their recommendations.
This paper will clarify the assumption, and proposes
design experiments on the same ground, for (1)
clarifying scientific information for general audience,
for improved awareness of food production–
environmental impact linkage, and (2) understanding
Finns’ eating habits from a socio-cultural perspective, as
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consumers’ perceptions on food origins, social identities
shaped/expressed with food, and traditionalcontemporary recipes factor in Finns’ dietary choices.
Directions of future research are suggested in the
conclusion.
NEED FOR SCIENTIFIC CONCEPT
CLARIFICATION
Despite the aforementioned projection of food
insecurity, recent studies show not many Finnish
consumers recognize food production as a major cause
of GHG emissions (measured in carbon equivalents)
and climate changes due to the following reasons.
CONFUSIONS IN KEY CONCEPT DEFINITIONS
Wiedmann and Minx (2007) call attention to the lack of
a common definition for carbon footprint among both
scientists and the public, despite the ubiquitous use of
the term. Current definitions range from the ‘total
measurement of all green house gases in carbon
equivalents’ to ‘the amount of only carbon dioxide
emitted through the combustion of fossil fuels’.
Roininen (2012: 73)’s recent qualitative study with 33
Finnish participants reports that the concept of carbon
footprint is poorly understood. Some defined it as “all
the pollution and environmental load” or “all the energy
and pollution”, and keywords that Roininen was looking
for, “carbon dioxide emission”, were missing in their
definitions. Later, Roininen provided a short description
of the term for the participants but even with it, “many
seemed struggle what it really means”. Limited
understanding of the concept led to limited attribution of
its sources to “[food] transportation, processing and
waste from packaging”.
In short, the term carbon footprint is not clearly defined
by scientists, and the public vaguely understand it as
something that comes out when you use energy and
pollutes the environment. The term was not linked to
food production as a major cause, or to climate changes
as a consequence.
CONSUMERS ARE DISTRACTED BY MINOR ISSUES
The limited understanding of carbon footprint as
pollution explains why consumers link it to other
negative concepts such as transportation (because of car
emissions) or waste, while it is hardly related to positive
concepts such as food production.
In Owen et al. (2007: 11-12)’s focus group study with
British participants, food–sustainability linkage was
made only after being prompted by the researcher. Most
participants paid more attention to consumption
(reducing packaging and waste, composting food scraps,
e.g.), while not much was mentioned on how national
production of food affects the environment in a bigger
picture.
Roininen (2012) also reports that the participants
immediately cited housing, transportation, and waste as
major sources of environmental impacts, while food was
mentioned by only one person in relation to waste and
transportation. Later, when participants were asked to
talk about food as an environmental issue, some
participants struggled in explaining the relationship. The
majority named food packaging, energy consumed for
processing and transportation, while at least some
mentioned meat as a source of food-related
environmental impacts. Roininen points out that such
low awareness might be pretty common among Finns.
NEGATIVE PERCEPTIONS ON SUSTAINABILITY
Also in Roininen (2012: 70)’s study, sustainable
behaviours (“eco-thing” in the participant’s own word)
are perceived as something related to “hippie” culture,
and understood as “give up so many things”, and too
much of it can be unhealthy. This simple comment
exemplifies how many ungrounded beliefs and wrongful
associations are out there to be fought. The vegetablerich diet recommended by researchers may sound
similar to Hippie food, it is recommended on scientific,
not spiritual or moral, grounds. Adjusting your diet is
not “giving up” or “sacrifice” if it is your voluntary
choice for your own good: healthier body and safer
environment.
Negative perceptions on third-party certified eco-labels
are reported in Järvi (2010)’s study conducted with 100
Finnish participants. Three organic food labels are
pretty well recognized (3.3/5 on average) by the
participants, but organic products are considered just
“expensive” because participants do not see the
advantages of organic food over regular food clearly.
Järvi recommends displaying comparison information
for consumers in the future.
In summary, the first part of this paper reviews how
consumers’ misconceptions of sustainability lead them
to focus on minor issues or develop negative
perceptions. Interdisciplinary efforts from scientists,
designers, and public communication experts are called
for, for more effective sustainability communication and
education.
APPROACHING SUSTAINABLE EATING
FROM A SOCIO-CULTURAL PERSPECTIVE
In addition to educating people, researchers have been
trying to understand consumers’ food buying/eating
behaviours. McCarthy et al. (2003) shows that Irish
consumers consider health, eating enjoyment and safety
when they choose beef, more than price, environment,
or animal welfare. Latvala et al. (2012) found that
Finnish consumers change their diets mostly for health
and weight management, but environmental concerns
and animal welfare are also significant factors. While
these studies see buying/eating food as economic
activities based on consumers’ rational considerations of
benefit and loss, food behaviours are also socio-cultural
activities. What people think of a vegetarian male, for
example, is partially rooted in the dominant gender
role/behaviour discourse in the community. Changing a
person’s eating habit is not a matter of personal
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preference; the community defines what is appropriate
to eat. In that regard, this research argues for three
research themes on the socio-cultural aspect of food
behaviours.
POSITIVE/NEGATIVE PERCEPTIONS ON FOOD ORIGIN
Food origin information matters as it hints on the
quality, safety and freshness of the food, as well as
locality. What is local is much disputed; In Roininen
(2012)’s study, participants used the word in places of
rural, domestic, or organic. Locality is a relative
concept, and food mileage alone does not guarantee less
GHG emissions, but buying local food is widely
believed as a sustainable behaviour. Some Finnish
consumers favour Finnish-origin food items on that
ground. In general, displaying Finnish food origin in
Finnish market is assumed to boost sales as Finnish
products are trusted by consumers.
In fact, consumer attitudes towards food origin changes
depending on how the information is presented. Pouta et
al. (2010) discovered that Finnish-origin broiler meat is
very positively received when the information is
presented in plain text, but presenting it with organic
product symbols (consumers were not familiar with
them in this study) adversely affected. Luomala
(2007)’s study with Finnish consumers, on the other
hand, reports that only 8.7 % of them chose Finnishorigin Edam-cheese when they were primed with a
cognitive approach, while 70 % of them chose it with an
affective approach.
The findings from these studies show that displaying
food origin information may not always encourage
consumers to buy that product because (i) each person’s
definition of what is local varies, (ii) from origin
information, consumers not only read food mileage, but
positive/negative reputations of the food item from that
region from their cultural knowledge, and (iii)
consumers’ collective belief, trust, patriotism, prejudice
or other psychological factors make their purchase
behaviours rather unpredictable.
SOCIAL IDENTITY AND FOOD
People are cultured to eat certain food items, and they
choose what to eat considering how they want to be
seen by others in different social settings. Some food
items have strong associations with gender, for
example, “Meat is masculine food, powerful food; to be
a 'real man' in our culture is to eat meat — lots of it, and
the redder the better” (Fox 1999: 27). A New York
Times article also wrote, “meat-eating persists as a
badge of masculinity, as if muscle contained a generous
helping of testosterone” (Brubach 2008). Not much was
written about food-gender association in Finland, but in
Latvala et al. (2012)’s study, meat-eater group was
described as male-dominated.
Another aspect of Finnish males’ eating habits is
observable in grocery stores. In Järvi (2010)’s study of
eco-labels, Finnish male shoppers’ spontaneous buying
behaviour, without much consideration of product labels
or attributes, was reported and such a tendency is a
strong obstacle in communicating sustainability
messages to them. The gender and other sociodemographic differences in eating and grocery shopping
behaviours deserve more attention in the future, in
relation to a broad range of consumer attitudes. One
message would not work for all; sustainability messages
should be customized for each group.
CONTEMPORARY FINNISH RECIPES
The social identity shaped/expressed with food is also
related to how Finnish society has changed and its
impacts on traditional-contemporary Finnish recipes,
because a person’s food preference is developed at a
very early age, and it is partially shaped by the national
culinary tradition. A country’s traditional recipes reflect
climate conditions, arable land use, and economic
development. The traditional recipes evolve into
contemporary ones, reflecting economic and social
changes such as affordability and availability of food
items, changes in life styles (increased urban
population, single living and single parenthood, longer
working hours, etc.) Researchers can focus on
unsustainable but popular Finnish recipes and find
reasons behind them. Finnish nutritionists already
started calculating environmental impacts from popular
recipes and the data will be made public soon.
Societal changes also bring about different perceptions
on food items. For example, in many countries with
records of economic hardship in the past, meat-eating
has a very positive perception because meat used to be a
pricey commodity. The authors suspect this is the case
in Finland. Now meat is affordable for everyone but still
meat may be favoured over vegetables thanks to this
historical background. A study of Finnish consumers’
food language, how food items are talked about in
various contexts, their metaphorical and symbolic
meanings, may shed more insights on this topic.
To sum up, the second part of this paper suggests
looking into the socio-cultural dimension of food
behaviours, because much of what consumers do in
relation to food is done out of norms, habits and beliefs,
as well as based on rational thinking. To uncover indepth qualitative data in this area, artistic and
experimental approaches are suggested to encourage
consumers’ voluntary and focused participation.
CONCLUSION: FUTURE RESEARCH
ENDEAVOURS
This paper is written to bring design research
community’s attention to two design experiment
opportunities: parting knowledge for the public on foodinduced environmental impacts, and understanding
consumers’ food perceptions and behaviours from the
socio-cultural perspective. Design experiments are
particularly called for, because the problem of
sustainability is ill-structured—the elements are
unknown, multiple solutions exist, multiple evaluation
criteria apply, and stakeholders’ different judgments and
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beliefs should be resolved with interpersonal activities.
Often sustainability problems are combinations of RuleUsing, Story, Decision-Making, Diagnosis-Solution,
Case Analysis, Dilemma, Design and more types of
problems as they are defined in Jonassen (2000: 66-67).
For such problems, design experiments can work for
generating shared knowledge among stakeholders,
understanding current consumer perceptions and
behaviours, finding appropriate ways to represent the
problems for different audiences, and finally producing
original solutions. Problem representation, as Jonassen
emphasized in the same paper (2000: 69), is deciding
what to “provide or withhold” among many clues and
contexts to define the problem space, and it is also
deciding how the problem would look; design
experiments can encourage the audiences see the
problem from key perspectives and focus on major
issues first and foremost. The experiments can be also
designed as aesthetic, multi-modal communication
platforms with which emotional and sensitive aspects of
food consumption can be addressed.
For future studies, the authors suggest three directions
of research endeavours: First, to identify current
misunderstanding of sustainability related scientific
concepts and socio-cultural elements of food
consumption, build interactive public installations to
collect quantitative and qualitative data on Finnish
consumers’ own definitions of the scientific concepts/
sustainable behaviours, what Finns eat in various
occasions and social settings, and connotative meanings
of food items in Finnish language. Recurring patterns in
the collected data will point to common misconceptions
and ungrounded perceptions as starting points for
improvement.
Second, to identify current problem behaviours, data
collection systems for individuals’ food behaviours are
called for, but the systems should work without the
hassle of typing in what you buy/eat all the time. Such
tools can be developed either on wearable or mobile
platforms, or at grocery store checkout stands, if Finnish
food providers and consumers agree to collect
consumers’ grocery shopping data. Consumers can
receive feedbacks based on their weekly, monthly, and
yearly history, and they will see the tangibility of
environmental impacts they have caused.
Third, to approach audiences with different knowledge,
perspectives and understandings as mentioned in the
first part of this paper, exploring original ways to
represent food sustainability issues are called for.
Consumers with different priorities should be presented
with different opportunities/benefits. The authors are
looking forward to suggestions and collaboration
opportunities from design research community on future
studies.
REFERENCES
Brubach, H., 2008. Real Men Eat Meat. Available at:
<http://www.nytimes.com/2008/03/09/style/tmagazin
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2 January, 2013].
Fox, M. A., 1999. Deep Vegetarianism, Philadelphia:
Temple University Press.
Järvi, J., 2010. The behaviour of finnish consumers
towards eco-labelled products - case: s-group oyj.
Master’s thesis. Laurea University of Applied
Sciences.
Jonassen, D., 2000. Toward a design theory of problem
solving. Educational Technology Research and
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Latvala, T., Niva, M., Mäkelä, J., Pouta, E., Heikkilä, J.,
Kotro, J. & Forsman-Hugg, S., 2012, Diversifying
meat consumption patterns: Consumers' self-reported
past behavior and intentions for change. Meat
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Luomala, H., 2007. Exploring the role of food origin as a
source of meanings for consumers and as a
determinant of consumers' actual food choices.
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McCarthy, M., de Boer, M., O’Reilly, S. & Cotter, L.,
2003. Factors influencing intention to purchase beef
in the Irish market. Meat Science, 65, pp.1071-1083.
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Owen, L., Seaman, H., & Prince, S., 2007. Public
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Mäkelä, J., 2010. Consumer choice of broiler meat:
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Gomis, J., O´Brien, L. & Treyer, S., 2011.
Sustainable food consumption and production in a
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Usva, K., Mäenpää, I., Mäkelä, J., Grönroos, J. &
Nissinen, A., 2011. Carbon footprint of food e
approaches from national input-output statistics and a
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Wiedmann, T. & Minx, J., 2007. A Definition of ‘Carbon
Footprint’. Durham, UK: ISAUK Research &
Consulting.
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DISCURSIVE DESIGN BASICS:
MODE AND AUDIENCE
BRUCE M. THARP
STEPHANIE M. THARP
UNIVERSITY OF ILLINOIS AT CHICAGO
UNIVERSITY OF ILLINOIS AT CHICAGO
BTHARP@UIC.EDU
SNMUNSON@UIC.EDU
ABSTRACT
Presented within are four categories of
FOUR FIELDS
product/industrial design practice, one of which,
The first of the four fields is commercial design,
representing what is the most common understanding of
industrial/product design practice. This not only
represents the overwhelming majority of current
professional activity, but also acknowledges its
historical roots. This is design work oriented toward,
and driven by, the market. Success is largely defined in
economic terms: profitability or sufficient return on
investment. The primary intent of the designer is to
create useful, useable, and desirable products capable of
generating adequate financial return.
Discursive Design, is problematized regarding
basic operational mode and audience. Two
dimensions will be offered that provide
fundamental structure for future theorization.
Having emerged over the last two decades,
increasingly critical practice is being developed
within design’s art-based, exhibitive model, and
also within the field of design research. Here the
dimension of Terminal/Instrumental is posited as
an operational modality, while the audience along
this dimension is posited in terms of Internal/
External participation.
INTRODUCTION
In an attempt to help make sense of the expansion and
maturation of industrial/product design research and
practice, especially in the 21st Century, a basic
framework is offered–a four-field approach to broadly
categorizing design practice (commercial-, responsible-,
experimental-, and discursive-design) previously
articulated by the authors. In addition, two dimensions
thereof are posited to aid in understanding discursive
design, which is the least familiar of these four fields.
Sharing much in common with notions of critical
design, here discursive design is presented as an
overarching rubric that encompasses critical design and
more appropriately accounts for the varied forms of
current and emerging “critical” practice. The binary
dimensions (Terminal/Instrumental and Internal/
External) while basic, help provide a theoretical
foundation for future articulation of existing practice, as
well as a fundamental vocabulary for practitioners to
better understand what may be possible as they venture
into this newfound design territory.
Responsible design encompasses what is largely
understood as socially responsible design, driven by a
more humanitarian notion of service. Here the designer
works to provide a useful, useable, and desirable
product to those who are largely ignored by the market.
Issues such as compassion, altruism, morality, and
philanthropy surround the work, be it for users in
developing or developed countries. While responsible
design can and often does have a relation to the
market—being offered for sale to individuals or
institutions—its primary intent is not a maximization of
profit, but instead to serve the underserved.
Experimental design represents a fairly narrow swath
within the broad field of design, and its primary
intention is exploration, experimentation, and discovery.
Experimental design is defined perhaps more by its
process than its outcome. In its purest form it is not
driven by an overly specific end-goal of application, but
instead is motivated by inquiry—investigating the
design implications of, for example: a scientific
innovation, a manufacturing technique, a material, a
concept, or an aesthetic issue. Just as with responsible
design, a marketable object may eventually result from
an experimental project, especially after specific
refinements and deliberate commercialization efforts.
However, the primary intent of experimental design is
to explore possibilities with less regard for serving the
market.
Discursive design refers to the creation of utilitarian
objects/services/interactions whose primary purpose is
to communicate ideas—artifacts embedded with
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discourse. These are tools for thinking; they raise
awareness and perhaps understanding of substantive and
often debatable issues of psychological, sociological,
and ideological consequence. Discursive design is the
type of work that is generally less visible in the
marketplace (though it can certainly exist there), but
rather is most often seen in exhibition, print, film, and in
the research process. Importantly however, these are
understood as design—objects of utility, yet ones
designed to carry ideas. They function (or could
function) in the everyday world offering utility, but their
discursive voice is what is most important and
ultimately their reason for being.
It is important to note that work in one of the four
domains does not entirely exclude other intentions or
effects–a designer may predominantly wish to make a
commercially successful product, but may also wish to
do so with a more experimental design, for example.
While multiple motivations and results (hybrids) are
almost always present, the scheme extends from the
idea that one is likely dominant–this often becomes
evident as the designer makes decisions among
competing issues. For example, the designer might
choose a component material that is very reliable but
prosaic, over one that is novel and exciting, but is
ultimately less dependable. Both would offer a
particular design advantage, but one is chosen/rejected.
It should be understood that precise categorization
within the framework is not of ultimate concern. Instead
its primary aim is a helpful starting point for design
planning, which helps keep the designer on course amid
the vagaries of the design process. The framework also
provides a basic vocabulary that can aid professionals
and the public in understanding and discussing design.
DISCURSIVE DESIGN
The discussion of the four-field approach helps to
contextualize the focus of this paper–discursive design
and the fundamental categories of operational mode and
audience. While present to some degree (however
small) throughout most of the history of industrial/
product design, critical practice has gained purchase in
the 21st Century, and the notion of critical design has
become a rallying point and a loose, organizing rubric.
The establishment of the term “critical architecture”
began taking root in the late 1970s, but is largely
attributed to Michael Hays’ 1984 article, “Critical
Architecture: Between culture and form.” Following
suit, critical design has been greatly promulgated by the
work of Anthony Dunne and Fiona Raby, and that of
their Design Interactions program students at the Royal
College of Art. The most widely referenced notions of
critical design have proliferated through Hertzian Tales
(Dunne, 1999) and Design Noir (Dunne and Raby,
2001), yet their initial definition has increasingly
become distorted. Originally, critical design described
specifically electronic objects and also ones that could
not exist in the marketplace. Further, Dunne and Raby
associate criticality with the Frankfurt School theorists
and critical theory’s goals of enlightenment and
emancipation, which is a high (and elitist) bar that is
seemingly lost upon so many other’s work that is being
called “critical design.”
The field of discursive design shares the same sense that
the product-form can be primarily a vehicle for the
expression of substantive ideas, with active discourse,
discussion, and social debate usually as desirable
outcomes. Discursive design is intended as an umbrella
category that includes critical design (be it around the
Dunne and Raby’s initial conception of non-commercial
electronica) or instantiations that engage other forms of
speculation, research, or commerce.
TERMINAL AND INSTRUMENTAL
Most typically discursive design is understood as a
specific breed of objects that a designer plans and
instantiates in some physical or digital form. These are
then publicly released in hopes of adding to the
discourse of a topic, while perhaps engendering
reflection and transforming thought and action in the
world. In this sense, once the designer completes and
distributes the object, their job is basically finished; the
hope of reflection and transformation is fundamentally
beyond their control (i.e. “message in a bottle”). This is
what is referred to as a terminal form of discursive
design; the object is the terminus of the designer’s direct
effort and control. Certainly the designer may
subsequently alter the design or its context of user/
viewer engagement in order to better affect
communication of their message, however these are still
efforts aimed at refining the object’s terminality.
An example is Julia Lohmann’s 2004 cow-benches,
which are a “bovine memento mori” that raise concern
of human utilization of animals as raw material. She
makes her statement through her full-sized cow-shaped
benches upholstered with a single cowhide, adding to
the discourse surrounding “animal rights.” While
receiving a great deal of press and inclusion in museum
collections like the MoMA, most often however, such
discursive projects speak to a much smaller audience
through, for example, gallery exhibitions, student
exhibitions, design publications, design blogs,
designers’ websites, or small commercial niches.
Because the objects are most often speculative and not
intended to physically enter into mass consumers’
utilitarian lives, an art-based model of engagement is
dominant.
Around the turn of the 21st Century a newer mode of
discursive design emerged wherein the discursive object
comprises a commercial research methodology.
Discursive designing is included within a larger project–
the discursive object is a means to some other end. This
instrumental form of discursive design behaves
similarly to myriad research tools that engage potential
users and hopefully produce insight into their hopes,
dreams, values, concerns, behaviours, etc. For example,
the method of “collaging ” has been a common design
researcher tool over at least the last two decades. Here a
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research subject is asked to create a collage of images
(and words), whether of their own making or clipped
from magazines or other curated lists. The scope can be
general, such as, “What are your worries about the
future?” to more specific questions, such as “What’s it
like driving your car?” Here the research value is not
the object itself—the collage—but instead the
subsequent conversation that it engenders. The collage
becomes a “discussion tool” in the sense that it opens up
a dialogue between designer/researcher and
stakeholders. Through the use of imagery and some text,
users enter into a less-familiar expressive process—they
often communicate differently, more broadly and more
introspectively than perhaps when taking a survey or
asked to articulate a verbal response to a question.
Instrumental discursive design involves the creation of
discursive objects that operate much in the same way as
these collages, though they normally are not created by,
or co-created with, the user. Instrumental discursive
designs are the outcome of the researcher’s efforts to
design objects that elicit responses; users are invited to
speak broadly, to reflect on the objects’ possible
meanings. The discursive designer/researcher is looking
to communicate ideas through their objects that are
provocative on psychological-, sociological-, and
ideological-levels. The goal is a substantive, valuesbased exchange. The instrumental discursive object is
used differently than a typical prototype; they are more
of a probe used to evoke user responses that may be
difficult to assess otherwise. They may be presented as a
prototype, but intentionally provocative. Ambiguity is
also often intentionally leveraged with these discursive
instruments. As Gaver et. al. discuss, ambiguity allows
designers to “suggest issues and perspectives for
consideration without imposing solutions… to raise
topics or ask questions while renouncing the possibility
of dictating [users’] answers.”
It is important to note that Terminal and Instrumental
represent two ends of a continuum, rather than neat and
distinct classifications. While much work is presently
done at both ends, designers wishing to make an impact
with their Terminal work should consider ways to
engender a dialogical relationship with the audience.
Rather than the message in the bottle, how can the
designer keep the exchange going? How can they design
for a more engaged discourse? A growing possibility for
such interaction may be use of the Internet and forums
or feedback devices on sites such as YouTube. And
designers/researchers creating discursive objects that
normally remain inside research projects can search for
subsequent uses. Rather than being ignored or discarded
after achieving their primary function of advancing a
project, what other useful lives might these prototypes
have?
INTERNAL AUDIENCE
There are varying degrees of engagement between
user/viewer and the idea(s) embedded in the discursive
designer’s object. At the most basic level the designer
disseminates her product/ideas that then become a part
of a general notion of discourse around a certain topic.
However, these become effective, valuable discursive
objects when their message actually gets contemplated
and is understood by others. Going further, the ideas
may become internalized and reflected upon, after
which they may cause a change in thinking. Ultimately
these new perspectives may result in changes in
behaviour and action, changing the world even in the
smallest ways at the level of one individual, but also
perhaps with collectives and with ripple effects even
influencing societal structures.
Fundamentally discursive design can communicate to
any group; the targeted audience, however, usually
depends on a number of factors determined by the
designer. The reflective designer, based upon their
chosen message, may already know who the best
audience is, or they may need to define and research
how and with whom to communicate. Then, they plan
the encounter with the audience, which of course may or
may not go as intended. As ideas spread, the designer
loses control, which can be both powerful and limiting.
For many, the broader reach of the message, the better.
In some instances a limited audience may be desirable,
and if so, the designer may consider particular ways to
limit others’ engagements with the objects, as well as
how the objects communicate the ideas. But it should be
clear that designers have both intended audiences and
actual audiences, no different than product/ industrial
design in general.
Two major audience categories have emerged over the
decades through design’s discursive practice and are
posited as Internal and External. As aforementioned,
architecture has had a strong impact within this mode of
ideas-based designing. If its history begins, as often
cited, with Italian Radical Design of the 1960s, critical
practice was largely focused inwardly. Critical
architecture was employed to criticize architecture, and
as such, this design practice operated similarly to the
text-based field of architectural criticism. It can be
considered a hybrid form of architecture and criticism.
This development is not surprising given their long
histories, and that practicing architects often engage in
the production of theory and write critically about the
discipline in the same professional publications as
critics. This Internal focus/audience is a somewhat
broad category and usually includes, for example, the
political, technical, and professional systems that
support the production of architecture. Today an internal
focus still predominates the field of critical architecture.
Memphis may be the first significant product-designrelated movement towards discursive design. Furniture
was the medium used to challenge the cold rationality of
a prevailing modernist aesthetic, along with the status
quo of manufacturers, media, curators, and critics—
those that play a role in the construction and
dissemination of designs and design ideas.
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Memphis, was an “anti-“ movement, reactive much in
the same way that critical architecture today still has its
back to, and faces “projectively” (Somol and Whiting
2002) away from modernism. While Memphis claimed
concern for, and significance within, broader culture,
the first-order focus of their work was the design
profession itself. Affecting culture was a second-order
consequence of their internal focus.
Today, while internally-focused discursive design
indeed produces objects of discourse, it (like Memphis)
aims for hearty self-reflection and changes within the
discipline. To this end, while discourse has been defined
here as the exchange of ideas that are of psychological,
sociological, and ideological import, the Internal focus
largely deals with the ideology of design, which in turn
ultimately affects the individual and the social. But the
first-order emphasis is upon design ideology.
EXTERNAL AUDIENCE
While self-reflection and -criticism are important
components of healthy, mature disciplines, they of
course ultimately strive for impact beyond their own
walls. With a concern for how design practice can
extend its influence deeper and differently into the
social, the novel opportunity for discursive design lies
with an External audience as a first-order emphasis.
This is the most common understanding of discursive
designing—communicating substantive ideas of some
topical complexity that are relevant to other individuals
and collectives. The goal here is not to use design to
communicate and criticize design itself, although that
may occur. The intention is to use design, the products
of design and the strengths that such stuff affords, to
communicate in a different and hopefully effective
manner; design provides a more intellectual service.
The discussion so far of Internal/External has been
geared toward Terminal forms of discursive design: the
object is released into the public sphere. When the
discursive object is nested within a larger design/
research project, this is an Instrumental mode–a
research methodology. Therefore Internal and External
foci for Instrumental projects have different audiences
than for Terminal ones. In the case of a discursive
object employed as a research tool (like the collage
analogy), an Internal audience would involve the
stakeholders themselves. Just as with Terminal+Internal
projects, the message of the audience is aimed within,
and geared toward those that are involved on the
production side of the project. For example, a discursive
object is used to help elicit reaction from other
designers, engineers, marketers, executives, etc.; the
Instrumental+Internal object is not meant to be viewed
or consumed by the public or the user group. On the
other hand, Instrumental+External objects are meant to
elicit response from users. Specific members of the
target audience are brought into the research process,
and exposed to the discursive objects in hopes of
gaining insight from their response. The insight is used
to design something else, be it commercial, responsible,
experimental, or even another discursive product. Yet,
as aforementioned, the Instrumental+External object is
not a prototype but somehow ancillary or peripheral in
the sense of a genotype (Dunne 1999).
Researchers, design researchers, and corporate and
independent practitioners all currently use discursive
design to their own ends. From the most basic
perspective, the notion of Terminal and Instrumental
operational modes, as well as the respective Internal and
External audiences both help to express the breadth of
the value that discursive design can offer to individuals,
the profession, and society. This structure is intended to
help undergird further theorization that this burgeoning
discipline needs to help legitimize and popularize itself
within the broader community of academic and
professional practice.
REFERENCES
Dunne, A. (1999) Hertzian Tales. London: MIT Press.
Dunne, A. and F. Raby (2001) Design Noir. Birkhauser.
Hays, M. (1984) “Critical Architecture: Between culture
and form,” in Perspecta. Vol. 21, pp. 20.
Gaver, W., et. al. (2003) “Ambiguity as a Resource for
Design”. CHI submission.
Somol, R. and S. Whiting (2002). “Notes around the
Doppler Effect and Other Moods of Modernism,”
in Perspecta, Vol. 33, pp. 72-77.
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COMPLICATING MACHINES:
A CALL TO INFECT ARCHITECTURE
WITH THE MECHANISM OF ‘POLITICS’
JOHAN LIEKENS
ASSOCIATED FACULTY OF ARCHITECTURE AT
K.U. LEUVEN, LUCA CAMPUS SINT-LUCAS,
BRUSSELS, BELGIUM ; CHALMERS SCHOOL OF
ARCHITECTURE, GOTHENBURG, SWEDEN
JO.LIEKENS@LUCA-ARTS.BE
ABSTRACT
This paper ventures from architecture’s possible
and much needed capacity to provoke through its
material manifestation a difference of thought.
First, an argumentation is constructed pleading for
the infection of architecture with the negotiational
mechanism of ‘politics’. This is needed if
architecture wants to reach its full capacities of
acting in this world – practically; ethically;
politically.
With this argumentation in mind, the architectural
experiment Complicating Machine CoMa02 is
screened as a set-up, following its possibilities
– both functional and para-functional – to its user,
the flâneur, the passer-by.
INTRODUCTION
One of (interior) architecture’s major trumps is its
pervasive presence in our everyday life combined with a
unique ability to embody us, to seize us in encounters.
This combination makes it possible for architecture to
be truly experimental. We often venture through this
world guided by fixed ideas. Experimental practices
disrupting these ideas then are like volatile salt,
awakening us from pre-programmed thoughts. Through
their material manifestation, architectural artefacts can
raise questions on how we think and act – practically;
ethically; politically. They can explore possibilities and
instigate new possibilities to come into being. ‘Artefacts
people interact with have enormous impact on how we
think. Artefacts do not merely occupy a slot in that
process, they fundamentally shape the dynamic
itself.’(Robinson 1994) This explorative paper ventures
around this affecting dynamic.
In the educational project Complicating Machines2
(CoMaxx), part of the courses of Interior Architecture at
the Sint-Lucas School of Architecture, we devise and
build with students experimental-experiential
architectural machines on a one to one scale, in the real
context of the city. To be short, these machines can be
seen as provocative architectures, questioning sociospatial relationships in everyday life. The studio
operates on a scale reaching from prostheses to
architectural devices. These Complicating Machines are
encountered. They are not idealized probing situations
outside the world. Just as Sophie Calle’s Phone Booth,
they are small estranging alterations in public space.
They truly experiment, affecting their user, the flâneur
or the contingent passer-by.
ARGUMENTING FOR THE MECHANISM OF
‘POLITICS’ IN ARCHITECTURE
Figure 1: Lower part of Complicating Machine CoMa01 [OntMoetingsmeubel1] 2010
In the architectural machine CoMa023, one can
distinguish similarities with artefacts produced by other
investigative architectural practices. One can for
instance discern formal resemblances with the
Community Table, one part of Wexler Studio’s Two Too
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Figure 2: Aerial view of Wexler Studio’s Community Table, part of
the work Two Too Large Tables 2006
Large Tables in the Hudson River Park, New York. I
want to take this Community Table, especially
interpretations of its being too large, as a venture point
from which to construct the central argument of this
paper, i.e. the relevance of a complication or infection
of architecture with the mechanism of ‘politics’.
Subsequently, I want to look at the set-up of the
experimental device CoMa02, an architecture I consider
to be infected by the mechanism of ‘politics’, a
designerly mode(l) of inquiry into possibilities.
BRINGING POSSIBILITIES INTO SENSIBLE
RELATIONSHIPS
In a first, formal interpretation, Wexler Studio’s
Community Table really is too large compared to every
ergonomic standard of what constitutes a ‘good’ table.
Its plane stretches over a distance that hampers normal
communication across the table. Furthermore, the
orientation of its seating positions is deviant and
disturbing. Following the interpretation of Donald
Goddard, the table is beyond this physical overscaling,
also too large in the sense that it offers ‘too many
possibilities for interaction and non-interaction, and it is
impossible to reconcile so many possibilities, except
that they all take place at the same flat, horizontal
expanse of the table’ (Goddard 2001). The table gathers
its users in what Wexler calls unusual pairings. One can
try to sit in community, as a form of belonging agreed
upon. One can opt to turn the back to that same
community preferring splendid isolation. Other, parallel
communities might take shape. One may even have no
choice whatsoever when some of the available seating
positions are already strategically taken. The table
ensures not one possibility, it enables or provokes
multiple, contingent ones.
Connecting back to Goddard’s interpretation, and
looking x-ray-wise through the flesh of the Community
Table, one can thus discern underlying mechanisms. I
argue that precisely these mechanisms afforded by the
table, are of interest to forms of design such as
architecture, if architecture wants to address its full
capacities of acting within the world. As touched upon
in the above, the mechanisms working through the table
are (i) one that affords or provokes multiple possibilities
– both action A and non-A –, and (ii) one that brings
these different possibilities into sensible forms of
relationship – an irreconcilable relationship according to
Goddard. So, the mechanisms underlying the design
and the design activity are not oriented towards solving
Figure 3: Upper part of Complicating Machine CoMa02 [Fusion (By)
Cooking] 2011
or eradicating the ambiguities and ambivalences raised
by the difference of possibilities. Neither the design nor
the designers make any such solving effort. Quite
contrary, they intentionally seem to advocate remaining
within this state of ambiguity and ambivalence, and
harvest from its potential.
However, ‘opening up’ by admitting different
possibilities to the table and then, as in Goddard’s
interpretation, ‘closing down’ by stating that the nature
of their relationship is one of irreconcilability, is passing
by too hasty the potential of this table. Before any
statement can be made on an irreconcilability or on its
antithetical tenet of harmony, a time exists in which
these different possibilities appear in parallel and touch
or affect one another, within the same horizontal
expanse of the table. It is this time of tension that
constitutes the fertile ground, enabling the new to come
into being. This through adding up possibilities to
possibilities forging new possibilities; adding up
experiences to experiences forging new experiences;
adding up interpretations to interpretations forging new
interpretations.
INTRODUCING TO ARCHITECTURE THE
NEGOTIATIONAL MECHANISM OF ‘POLITICS’
How then to term these mechanisms we are venturing
around? The one producing different possibilities (i) and
the one relating sensibly these possibilities (ii). Or do
both mechanisms in fact form one and the same? At this
time, I want to introduce to the argument the terms
‘negotiation’ and ‘politics’.
In a paper presented at a previous NORDES conference
Making Design Matter, we ventured from the question
by means of what kind of design attitude we as
designers could regain our full capacities of acting
within the socio-spatial constellations that relate people
and world. A table assembling people is arguably one of
the very basic versions of such a constellation. We
argued that a ‘critical questioning design attitude
inducing the dynamics of negotiation’ (Liekens &
Janssens 2011) is needed. This inducement of the
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dynamics of negotiation needs further elaboration.
In his book Architectures of Time, Sanford Kwinter
touches upon the mechanism of ‘politics’, positively
identifying it in both the social as the subjective realms
as being ‘nothing more than the production of new
possibilities’ (Kwinter 2002). Kwinter sees this
production of new possibilities as an urgent task for
architects and architecture, in fact for society as a
whole. He states that ‘setting out to think about novelty,
or “the new”, might provide a way to revive our
presently atrophied capacities of acting – practically,
ethically and politically – in this world’ (Kwinter 2002).
Kwinter also exposes the danger lurking in our
interpretation of the morphogenetic relationship
between the possible and the real, often seen as a
relationship in which the possible is (only) a
prefiguration of the real, not a negotiation on the real.
Following this kind of morphogenesis, as we often do,
would reduce the space of possibilities to a ‘sad and
confining world already formed and given in advance’
(Kwinter 2002). There is more to be harvested in the
production of possibilities. Beyond translating
possibilities into realities, architecture can be ‘politics’,
bringing and maintaining us in experiential positions
from which negotiational processes sprawl.
The strong interrelation between ‘aesthetics’ (I consider
architecture to be a part of it) and ‘politics’ constitutes
the leitmotif of Jacques Rancière’s philosophy of
Dissensus. According to Rancière, both these human
activities are forms or processes of dissensus. Their
interrelation is defined by the fact that both have to do
with ‘reorienting general perceptual space and
disrupting forms of belonging’ and that both operate
through ‘a contingent suspension of the rules governing
normal experience’ (Rancière 2010). The essence of the
‘political’ is ‘the manifestation of dissensus as the
presence of two worlds in one’ (Rancière 2010).
one. Forms of belonging – communities – are not left
unquestioned and are threatened by claims of other
possibilities – deviant forms of belonging, the other.
The rules governing normal experience, e.g. the
agreement that tables are made to certain standards,
serving known phenomena such as normal conversation
and hence distribute their users according to these
standards and known phenomena without residue, are
suspended.
It is noteworthy that Rancière makes a clear distinction
between ‘politics’ and ‘police’, and this certainly relates
to architecture and all other forms of design.
Architecture can be a ‘policing’ activity, or a ‘political’
activity. ‘Police interventions in public spaces consist
primarily not in interpellating demonstrators, but in
breaking up demonstrations. […] It consists, before all
else, in recalling the obviousness of what there is, or
rather of what there is not, and its slogan is: “Move
Along! There is nothing to see here!” The police is that
which says that here, on this street, there’s nothing to
see and so nothing to do but move along. It asserts that
the space for circulating is nothing but the space for
circulation. Politics, by contrast, consist in transforming
this space of “moving-along”, of circulation, into a
space for the appearance of the subject […]. It consists
in re-figuring space, that is in what is to be done, to be
seen and to be named in it. It is the instituting of a
dispute over the distribution of the sensible’ (Rancière
2010). As ‘political’ activity architecture problematizes
and affords the new to come into being, as ‘policing’
practice architecture affirms the normal state of things.
Figure 4: Upper part of Complicating Machine CoMa02 [Fusion (By)
Cooking] 2011
Connecting the above back to the Community Table, the
processes of negotiation between the different
possibilities taking place, maybe even demonstrating, in
the same flat, horizontal expanse of the table, are such a
form of dissensus, making different worlds present in
Figure 5: Possibility sketch of Complicating Machine CoMa02 [Fusion
(By) Cooking] 2011
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OUR EXPERIMENTAL DEVICE COMA02: AN
ARCHITECTURE INFECTED BY THE MECHANISM OF
‘POLITICS’
The term ‘political’ in relation to architecture might
bring to mind burdened references. As in the above,
‘politics’ here is rather seen as the production of
possibilities, a production situated in the real,
connecting to everyday human activities and behaviour.
CoMa02 is about the micropolitical level where our
actions, mediated by artefacts, enact specific relations to
others, to speak with Martín Ávila.
The basic idea for CoMa02 rose from combining
observations. The observation that the neighbourhood
where it is built is coloured by food and food culture(s),
but also that these cultures appear separated, in shabby
eateries peeled from every ritual or more ritually in the
private interiors. The observation of a will to partake in
public life. The observation of institutionalized
initiatives in the city to fuse by means of cooking. In
these initiatives, every friction is avoided: harmonious
cooking with minority groups under the sterile neon
light of community houses.
CoMa02 introduces asides normal – functional – assets
of a table also estranging assets, running in parallel, and
mingles these. Anthony Dunne’s ‘para-functionality’
comes to mind. ‘The prefix ‘para-’ suggests that such
design is within the realms of utility, but attempts to go
beyond conventional definitions of functionalism to
include the poetic’ (Dunne 2005).
CoMa02 is built in a multicultural and bustling urban
neighbourhood. It comprises two floors. The lower floor
is a cooking place, or better, it consists of several
cooking places: different meals can be prepared at once.
The cooking place is not private, yet claimable. The
doors of the building enclosing the device are removed,
disclosing the interior to the adjacent public space. Over
the cooking places, a giant sculptural cooker hood is
constructed, segmented because of the protruding beams
dividing upper and lower floor, composing tubes
through which the sensation of odours and fumes
reaches the seated people in the upper floor. These tubes
structure the figure of the upper floor table. However,
the table is too large and gathers its users in unusual
pairings, as described above for the Community Table.
Moreover, the upper floor has three gradually
heightening levels, affording or forcing the people at the
table to choose between three different and culturally
tinted postures, from cross-legged to more ‘Western’
postures, with or without chairs. Combining this with
ideas of different physical and mental forms of
community in the rituals of eating, the table mirrors the
composition and working
of the neighbourhood itself. From the surface of the
table, dishes are scooped out and the whole surface is
varnished with an acid-resistant varnish, which is off
course handy in any public space. However, some of
these dishes are interconnected by means of scoopedout gutters. The gutters do not coincide with the
‘natural’ autonomy of the pairings afforded by the table,
the gutters disrupt these pairings. There might be an
agreement on sharing food, but juices might start to run
from unwanted directions.
The ‘however-s’ in the above show an infection of the
encounter with CoMa02 with noise, deviation, friction,
chance, difference even some degree of ‘userunfriendliness’ (Dunne 2005) . Normally considered
uninvited guests at the table and in design processes,
these notions instead become valuable elements in the
constitution of a main generative dynamic: that of
‘politics’. CoMa02 does not ‘police’ its uses and users: it
provokes uses as forms of dissensual, ‘political’
activity. What might happen is open, not known or
wanted in advance.
CoMa02 is an experimental model or set-up situated in
the everyday real, a set-up from which the negotiational
dynamics of ‘politics’ can take off. It sets the table and
invites for the feast of difference to commence. I
described in the above the constraints set by the table.
I’ll leave the interpretations of what could happen at this
table to the imagination of the reader.
REFERENCES
Ávila, M. 2012. Devices. On hospitality, hostility and
design. Gothenburg: University of Gothenburg.
Dunne, A. 2005. Hertzian tales. Cambridge MA: MIT
Press books.
Goddard, D. 2001, Allan Wexler: Works, New York Art
World, accessed 10 January 2012,
<http://www.newyorkartworld.com/reviews/wexler
.html>
Kwinter, S. 2002. Architectures of time. Cambridge
MA: MIT Press books.
Liekens, J., Janssens, N. 2011, ‘Matter matters:
designing material encounters as triggers of
negotiation’, Nordic Design Research Conference
Making Design Matter, Helsinki, School of Art and
Design, Aalto University.
Rancière, J. 2010. Dissensus. On politics and aesthetics.
London: Continuum International Publishing
Group.
Robinson, R. 1994. Things that make us smart. Design
Issues 10(1). Cambridge MA: MIT Press Journals.
__________________________________________________________________________________________________________________________
1
organized at Sint-Lucas School of Architecture Ghent by Johan Liekens and Karel Deckers, involving students Ellen Fievez, Jens Lippens & Sanne
Delecluyse and all other students of the studio, third bacheloryear Interior Architecture 2009-2010.
2
‘complicating machines’ is coined as a term by John Rajchman in Rajchman, J. The Deleuze Connections. Cambridge MA: MIT Press books.
3
organized at Sint-Lucas School of Architecture Ghent by Johan Liekens, involving students Liselotte Delobelle, Siska D’Hondt & Maxine Morel and
all other students of the studio, third bacheloryear Interior Architecture 2010-2011.
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WHY HYPOTHETICAL? GROUNDING
“THE GUESS” IN EXPERIMENTATION
MARY ANNE BEECHER, PH.D.
UNIVERSITY OF MANITOBA
BEECHER@AD.UMANITOBA.CA
ABSTRACT
This exploratory paper discusses the advantages
and disadvantages of the use of design
experimentation to augment students’ approaches
to speculative projects within the context of
professional interior design education. By
analysing student-based research as integrated into
final comprehensive graduate-level design projects
at a major North American university, the potential
for experimentation to inform design process is
articulated. Although the results of such acts are
not always easily assessed within the constraints of
real-life criteria, it is optimum for generating
innovations in design process and hybrid
of their approach to design problem-solving, but the
expectation is often simply a more rigorous
demonstration of the application of evidence-based
solutions to speculative design problems.
The purpose of this paper is to analyze the final projects
produced by students in one North American masterslevel interior design program in order to better
understand the type of research being done within the
scope of a comprehensive final project and the nature of
its general contribution to projects that are hypothetical.
This term is used to distinguish investigations that are
rooted in conjecture from those that result in tangible or
built solutions. This paper is therefore a consideration
of the opportunities and limitations of the
comprehensive hypothetical or speculative design
project as a vehicle for design experimentation and as a
site of student-generated design research. While it
focuses on interior design education as the defined arena
in which to situate the insights offered, it presents an
analysis of project-based exploration that is relevant to
studies conducted in other places and in other design
disciplines.
theoretical frameworks that ultimately challenge
LITERATURE AND THEORY
the profession to define its boundaries in new
Interest in this topic is grounded in recent considerations
of the role of formal research and the design “thesis” in
architectural/design education and recent analyses of the
scope and execution of the conjectural “capstone”
project in North American interior design programs.
Salomon argues that North American architectural
schools are promoting the replacement of speculative
independent studio projects with “faculty-led research
studios” in order to apply learning to larger and more
publically-relevant topics through modes of study such
as design-build projects in order to avoid emerging
tendencies for design thesis projects to stray from what
might reasonably be considered architectural pursuits
that relate to the professional practice of architecture
(Salomon 2011). This trend does not seem to be shared
in interior design, however, where the emphasis remains
on independent comprehensive projects. This may be
due to the focus placed on programming in the interior
design process (i.e. determining what is needed and
whether there is a desirable “fit” between site and
project). Interior design educators seem to prefer to
provide students with the flexibility to define their own
ways.
INTRODUCTION
Accredited interior design programs in North American
frequently utilize comprehensive speculative final
projects as vehicles for students to demonstrate their
ability to integrate their knowledge of design theory
with the conventions of design practice. The processes
used in the production of the ultimate conjectural
projects vary to the extent that research and
experimentation is integrated, however. Undergraduate
projects are often described as including “research,” yet
whether or not original investigations or experiments
are actually included in students’ processes is not
treated evenly across institutions, as evidenced by
published course descriptions. Using such sources, it
has also been determined that students in graduate-level
accredited interior design programs are more likely to
be expected to conduct more formalized research as part
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design problem and to propose solutions from a wide
range of options as evidence of their programming skill.
Konkel’s analysis of students’ reflective comments in
process books used to document final projects also
suggests that students find satisfaction in having the
ability to define and meet goals in which they are
personally invested (Konkel 2008). Dunn, Ritchie, and
Tebbutt reinforce this view by determining that final
independent projects allow students to best demonstrate
their ability to “synthesize and incorporate” what they
have learned in previous educational exercises (Dunn,
Ritchie, Tebbutt 2008).
In what ways, then, can the hypothetical project serve as
a vehicle for students to heighten their exposure to and
experience with research methods and tactics? Jeremy
Till’s observation that part of academia’s role is to help
make connections between research conducted within
both academic and practice-based settings grounds his
assertion that the scope of design-based research might
best be understood as impacting three specific areas of
investigation: processes (theory, representation, etc.),
products (buildings and the systems, materials,
construction techniques, etc. associated with them), and
performance (social occupation, environmental
performance, and the like) (Till 2005). Given that the
speculative designs proposed are never physically
realised in situ or at full scale, any consideration of their
merit and innovation can only be discussed in terms that
near the conjectural (i.e. a guess), making their
research-based contribution most likely in the realm of
exploring the nature and role of process in design.
DATA AND METHODS
This exploration is based on a review of literature on the
subject of the role of comprehensive/capstone
projects/design theses in North American interior design
curricula and a detailed content analysis of twenty-eight
hypothetical final projects produced in one North
American graduate-level interior design program
between 2007-2012. By sorting projects that
incorporate original research by design students from
those that are largely resolved using evidence-based
strategies, it is possible to propose a framework for
understanding what is lost and what is gained when
research practices are integrated with hypothetical
design projects.
EVALUATION OF DATA/RESULTS
Of the twenty-eight “practicum projects” completed by
first-professional Masters of Interior Design students in
the North American program studied, only 30%
specifically incorporated original research into the
design processes used by the students. Conventional
research tactics such as survey, time diary, photo
analysis and interview were employed in 10% of the
projects to better inform student designers about the
specialized cultural or technical requirements of their
fictional clientele. More often, material investigations
conducted using fabrication or modelling techniques
and movement or object studies formed the impetus for
student research that emerged as sources for their
conceptual approaches to the planning of spaces or the
design of interior features or details.
DISCUSSION
The term “hypothetical” makes reference to the
inference of a guess (often grounded by theory or fact)
to frame one’s approach to solving a problem. In design
education, guesses are inevitably employed by both
student and teacher in the consideration of the success
of design solutions. Students’ hypothetical projects
usually respond to conditions that are often presented as
real, addressing problems that engage a range of social,
economic and cultural conditions; interacting with
physical environments that often include an actual
building that serves as the proposed hypothetical project
site; adopting typological best-practices or invoking
environmental, behavioural, and cultural theory;
formulating a detailed design programme that
acknowledges real-world goals, attributes and
constraints; and proposing a spatial solution that
includes the documentation of lighting, materiality,
furnishing, custom elements, etc. in order to propose a
“complete,” if fictional, new environment. Yet even the
most experienced student unavoidably exceeds her or
his knowledge-base when developing a solution for a
comprehensive design project, given that most students
do not have experiences that allow them to know with
certainty the implications of the physical alterations
they recommend for the buildings that serve as the sites
of their speculative design interventions.
Because the sites and the circumstances that frame each
project are unique, instructors who oversee
comprehensive student work also base their evaluations
of conjectural work on a series of well-grounded
guesses; that is, in many instances, the proposed work
may or may not meet all structural, functional, legal or
other requirements of interior design as it is literally
practiced, but it is still often assessed based on some
form of pre-established evaluative criteria that
approximates reality.
This “stretch” from the realm of what is known to that
of conjectural activity is necessary on the part of both
students and professors, however, if they are to meet an
expectation of being experimental in their work. By
definition, experiments allow us to test what we know
and lead us to discoveries of what we do not yet know
(Merriam-Webster’s Collegiate Dictionary 1996, 409).
Yet without the laboratory setting, a preoccupation with
causality, or strictly applied protocols, it is difficult to
adapt the language or the mind-set of experimental
research to applications such as design solutions that
address open-ended questions in only one of what is a
seemingly endless set of possible results. The notion of
experimental research in relation to the design process is
perhaps more effectively tied to the idea of the
experiment as “making an attempt at something new or
different” or an effort to be original (Collins English
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Dictionary - Complete & Unabridged 10th Edition
2009).
The debate about whether or not it is possible to
produce originality in design will be left for another
discussion. We can assume, however, that attempting to
go beyond typical, normal or expected approaches to
solving problems is a reasonable expectation for
academic activity. Herein resides the inherent
advantage of hypotheticality: because all conditions of
reality do not have to be applied to a given solution,
new possibilities that may or may not be entirely
possible are able to be considered. Analysis of student
work that has integrated research in the form of creative
experimentation linked to theory and tested within
rigorous design processes suggests that speculative
solutions have the potential to yield ideas that are new
or unusual within the context of the problem to be
solved.
For instance, for one soeculative project for a new
media gallery, “Student A” chose to focus her
investigation of haptic experience by creating the “HGlove,” a tight-fitting zip-closure rubber glove with
portions of the fingertips, fingers and palm removed.
Worn as a second skin, the glove shifted the student’s
attention from a visual focus to the haptic experiences
she encountered “in a new digital universe governed by
technology and the dependence on the hand-held
device” (Johnson, 2011, 157). By limiting one’s ability
to feel surfaces to focused targets on the hand, this
student discovered techniques for heightening the
sensory awareness of occupants that were grounded in
her own experience that she then applied to her
designed conjectural spaces.
Figure 1: “H-Glove.” Kelli Johnson, University of Manitoba, 2011.
In another example, “Student B,” whose project
explored the nature of “pop-up retail” spaces,
investigated the notion of “traces” left by objects that no
longer remain in environments by casting small
containers in plaster to reveal the spaces they occupy
when present.
In a second experiment, this student created a pop-up
performance by installing tiny battery-operated light
units on various external surfaces in a densely populated
neighbourhood. She then tracked their removal or
repositioning by pedestrians over time as a means of
verifying theories about people’s attraction to
unexpected elements in the environment. Discoveries
made through these two experiences informed this
student’s understanding of how to use scale and material
in her speculative “guerrilla” retail environments.
Figure 2: Documentation of object traces in plaster. Andrea Sosa
Fontaine, University of Manitoba, 2010.
As a third example, “Student C” designed a hypothetical
dance education and performance centre by starting
with 1:1 scale experiments with delicately patterned
laser-cut felt layers and battery-powered LED lights to
generate a concept model of a custom lighted carpet that
blinks to represent specific dance steps as a means of
encouraging particular types of movements through the
hypothetical facility’s corridors. This student brought
her exploration of theories of experiential learning to
both her creative experimentation with tangible
materials and the conceptual foundation of her
speculative designed interiors.
Figure 3: Simulated “carpet” with embedded lighting. Elisa
Naesgaard, University of Manitoba, 2011.
In a second series of experiments, this same student also
used videography to document movements found in the
teachings of historically significant choreographers as
lines in space when a fellow student held lights and
performed the movements that were studied frame by
frame and translated into forms and patterns to be used
throughout the interior.
Students A, B, and C all employed qualitative
experimental tactics to expand and/or demonstrate their
understanding of theories that informed their approaches
to their speculative projects. By acting and reflecting,
tangible experiences helped them draw connections
between the known and the suppositional. Without the
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limitation of having a real client or similar real-life
constraints, each student enjoyed the freedom of
following the paths revealed through experimentation to
design spaces and surfaces that supported conditions
necessary to facilitate experiences for their hypothetical
occupants that are grounded in their own research-based
discoveries.
CONCLUSION
So what is lost and what is gained through the proposal
of speculative solutions to interior design problems as
modes of demonstrating students’ competency and
creativity? One of the deficiencies of this approach is
the loss of the ability to evaluate solutions using reallife criteria such as economic constraints. The amount
and type of alterations proposed to existing buildings
within students’ typical comprehensive projects would
be profoundly compromised by the application of costrelated limitations. Similarly, the imposition of
structural limitations threaten the feasibility of much of
what students propose, given that they are not equipped
to evaluate the impact of structural alterations to
complex architectural sites. Therefore, the removal of
“real” limits on what can (or should) be done within the
parameters of a comprehensive project creates difficulty
for evaluators who wish to measure a student’s
understanding of such practical concerns.
Likewise, students’ ability to build essential problemsolving skills by working within more stringent
constraints is also lessened by the use of conjectural
propositions. With a broadened range of possible
solutions that are not tethered to real limits, developing
professionals do not have to seek out the compromises
that are so much a part of professional design
experiences in order to resolve design ideas that align
more clearly with conventional or known approaches.
If we, as educators and researchers, are willing to forego
the application of criteria that are strongly rooted in
reality, however, there is much to be reaped from the
application of experimentation to hypothetical
scenarios. The more obvious benefit is that without the
imposition of real constraints such as economic
limitations, the freedom to explore the potential of
relationships evoked by discoveries made when
connecting theory to practice exists. And although the
designs proposed are not always realistic, many evoke
ways of thinking about problems that could be useful
models for future applications. This shifting of
emphasis from product to process aligns with Till’s
recommendation to focus design-based research on
creating a better understanding of the processes we use,
and it offers instructors more tangible grounds for
evaluating students’ performances. We may sometimes
be guessing about the physical or functional success of
what is proposed, but we have clear and documentable
insights into the ways in which a student arrived at a
particular solution.
A more subtle but no less valuable advantage to the use
of hypothetical projects is their propensity to result in
hybrid conditions that are more difficult to cultivate
outside of academia. The hybridity of the ideas that
result from design-based research suggests that making
interdisciplinary connections is one of the keys to the
success of this approach. For instance, students who
apply the research tools of other disciplines such as
material culture studies or performance studies are
presented with opportunities to explore and document
objects or movements in ways that yield a new physical
and/or graphic understanding of their subject, problem,
or source of inspiration. For Student A, the act of
wearing the H glove imprints new understandings of
haptic experiences as a component of human perception
while Student B created the potential for heightened
awareness of the ways in which material culture
intertwines with human culture by giving tangible form
to the spaces and traces that objects impose on their
environments. The tacit knowledge presumably
acquired by Student C through the manipulation of
material and technology raised the potential for her to
understand surfaces and finishes in new and more
interactive ways. Experiments like these offer students
opportunities to give credence to the ways in which they
connect theory to practice within the context of
conjectural solutions.
Additionally, methodological “balance” in problem
solving is generated when experiments result in the
physical manifestation of an idea. Such acts provide
opportunities for discovery that don’t exist when design
investigations occur solely using virtual modes of
communication. As shown in the examples used here,
lessons about materials’ properties, the potential of
integrating new methods of fabrication, the engagement
of the senses, the discovery of new ways of seeing
things, the understanding of the body in motion, etc.
provide a more tangible articulation of a solution when
the “evidence” of such experiments/investigations can
be presented alongside a speculative spatial solution.
REFERENCES
Dunn, M., Ritchie, T.L., and Tebbutt, P. (2008).
Capstone project: A year-long process. Interior Design
Educators Council Proceedings, 368-374.
Johnson, Kelli. (2011). “The new gallery: Interior
design for new media.” Master’s thesis, University of
Manitoba).
Konkel, M. (2009). Improving student project outcomes
through writing in a senior capstone course. Interior
Design Educators Council Proceedings, 408-425.
Salomon, D. (2011). Experimental cultures: On the
“end” of the design thesis and the rise of the research
studio. Journal of Architectural Education. 33-44.
Till, Jeremy. (2005). What is architectural research?
Royal Institute of British Architects publication.
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MAKING AS USING: DESIGN
RESEARCH THAT DECIPHERS VALUE
TANIA SPLAWA-NEYMAN
RMIT UNIVERSITY
TANIA.SPLAWA-NEYMAN@RMIT.EDU.AU
ABSTRACT
The cultivation of sustainable fashion praxis is
challenging when design activity is implemented
through the making of objects. Whilst scrutinising
the use value of objects yields solutions, framing
making as design research positions this process as
research enquiry, with inherent usefulness in its
own right. Sited within an emergent fashion
practice that integrates professional skills with
everyday and domestic customs, transformation is
explored, via the method of gleaning, to reframe
waste as remnants. This affords comprehension of
the embedded life within objects and materials as
they move into and out of my hands, post and prior
to making. I propose that making is useful as a
method for discovery; to nurture deep thinking
regarding the use of made objects, to conceive of
divergent systems for fashion creation and
dissemination, and to critique the originating
design practice.
INTRODUCTION
The development of strategies for sustainability,
through design, is an exigent concern within practiceled research. One of the key theorists within this sphere,
Tony Fry (2009), advocates redirective practice as the
principal initiative to incite crucially needed change
through design action. Redirection demands systemic
change, constructed around the recognition that design
has ontological implications. Decision-making must be
driven by “…the imperative of taking responsibility for
what will be brought into being by ‘the designed
designing’…” (Fry 2009, p. 34).
The redirection of my existing fashion design practice is
being formed through project based, doctoral research
activities. The grounding for this practice is my past
employment as a designer for a small fetish-wear
business, where I designed and hand-made leather
garments and accessories, mostly within the realm of
underwear, corsetry and biker apparel. Around the time
of the inception of the research, I had set up a home
based studio in a converted garage, and dispensed with
any intention to continue as a fetish-wear designer;
however, my embedded skills and approaches procured
through this former mode, provide arable ground from
which to cultivate a differently framed practice. One
proposed step towards redirection recognises that there
is potential in existing states. As described by Fry: “the
rematerialization of the culture by making new forms,
knowledge and values from the old that…recreate a
sustaining social ecology as a foundation of change”
(Fry 2009, p. 102). This has been a befitting strategy for
shifting the emphasis of my practice, generating a core
principle to drive activity - the gleaning of remnants.
My working definition of gleaning: the gathering of the
leftovers of production or society, commonly rejected
due to non-conformity to mainstream standards, is
expanded to include the gleaning of knowledge and
skills, as well as the physical gleaning of materials.
Remnants are conceived as redefined waste; it is
through gleaning that remnants become useful.
Fry’s theories can be limiting for practice based
designers and researchers, due to their intrinsic
abstraction, therefore seeming incongruous with the
quotidian pragmatics of design. Within the fashion
design discipline, the movement towards design
thinking and systemic change, beyond the LCA (life
cycle analysis) of materials used, as approaches towards
sustainability, is clearly supported by the recent
publication, Fashion & Sustainability: Design for
Change (Fletcher & Grose 2012). Concepts particularly
compatible with my approach towards redirection are:
• Taking a localised approach that “emerges through
the skills and resources of a particular region” (ibid.,
p. 110)
• “Designing business and manufacturing systems to
mimic nature” (ibid., p. 118)
• The movement away from “business models based
on material consumption” (ibid., p. 137)
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• “Restoring the relationship between fashion and
social and ecological systems that support it” (ibid.,
p. 143)
• The expansion of the designer’s role “to support
consumers in interrogating the underpinning
structures that shape our society” (ibid., p. 157)
Given these goals for the research, it seems discordant
that my practice is characterised by making. My
knowing is of the type that “is in the doing of the
designer” (Downton 2003, p. 96). This is knowledgehow, “practical knowledge of ‘how to’ do something”
(ibid., p. 62). The outcomes from my activities are
objects and the research enquiry is through the making
of these objects, prompting a dilemma that I have found
personally very challenging. How can I justify the
creation of more stuff? Is it possible to use the making
of objects, as a method for thinking deeply about the use
value of these objects? Can the making of more objects
tell us about what we should make?
TO MAKE?
Fletcher & Grose (2012) recognise the difficulty that
fashion practitioners face in grappling “with the
conundrum of…dependency on business models based
on material consumption” (ibid., p. 137). The fashion
industry is one where success, and therefore value, is
determined by economic growth (ibid., p. 136), simply
put, the making and selling of more products. The
dubiousness of creation motivated by consumption is
echoed by Fry’s basic question to ask of oneself: “if
what I am doing is actually useful or needed, and if so
to whom and why?” (2009, p. 174). I have at times
deemed the prospective and constructed objects
emanating from my research activity unworthy of being
made, and particularly, as fashion items, somewhat
frivolous and superfluous. However, objects can have
extraordinary potency, they evoke by “reaching out to
us to form active partnerships” (Turkle 2007, p. 308).
Those that are fashion relatable specifically shape us
and our relationships to the society that we form: they
“provide us with a visual language - through a series of
signs and codes - that we use to communicate social
status, identity, aspirations, and the way we feel about
one another” (Fletcher & Grose 2012, p. 138), as well as
a sense of belonging. An object’s scope of use therefore
moves beyond the most basic utility and, particularly,
the allurement afforded by fashion mechanisms can be
realised as a positive device for change.
Willis offers assistance for thinking about value,
through the concept “horizons of use” (Willis 2006,
para. 12), providing insights as to an object’s
ontological reach. For example, an object’s influence
might be seen as a pervasion, as its reshaping of
thoughts and associated behaviours pervades our life.
This is comparable to an untended garden being present
within you, calling for action, you sense yourself
weeding, even when away on holiday (ibid., para. 31).
These insights reconcile object production with
redirective aims, but additionally, it has been through
my own trust and persistence in making, even when
unconvinced by what I was intending to create, that I
have discovered value in the making process. At times,
making served as a pragmatic use of gleaned remnants,
at other times making has opened into a critique of parts
of my practice, and more broadly the fashion discipline.
Within the framework of higher degree research,
making may simply be a tool of enquiry for design
research, and within the tradition of knowledge creation,
will proceed to fuel further enquiry.
WHAT TO MAKE?
A number of strategies have been explored to alleviate
my concerns that the objects generated by my making,
at times seem useless. I have trialled making items that
have a specific use, which I personally need; making
within a garment genre that has an inherent use value;
and making using waste material, which through a
process of gleaning is re-interpreted as remnants, and its
potential revealed.
Designing for sustained usage demands
conceptualisation of what might make an object
pervasive (Willis 2006). Chapman (2005) suggests that
“objects that evolve slowly over time build up layers of
narrative by reflecting traces of the user’s invested care”
(ibid., p. 134). Making objects that fulfil personal
requirements can test design experiments against this
criteria - does the object have the ability to carry my
own narrative and convert action into invested care?
Gleaning invests care through attentively finding value
in remnants that are often scarce and unique, and
naturally contain their own narrative. The careful
process of gleaning bestows further narrative. It links
the leftovers from production and consumption, making
as use, and a resulting object imbued with what came
before and what is yet to come; iterations that create a
continuum of use and will extend towards future
potentials.
WHERE TO MAKE?
Taking an approach of “I dig where I stand” (Fry 2009,
p. 224), embraces personal “redirective opportunities”
(ibid., p. 229), typified by potential that is amenable but
untapped in ones immediate environment. With this
aim, I have expanded the scope of my fashion practice,
by integrating my existing practice of vegetable
gardening, alongside everyday craft practices (such as
knitting and crochet), emanating from the home setting.
These additions are complementary in their inherent
thriftiness, but offer a divergence that nurtures crosspollination. This occurs through what Sennet (2009)
describes as “domain shifts” (ibid., p. 127), as the tools
for one task are applied to another, or through what
Schön (1983) describes as “thinking from exemplars”
(Kuhn, cited in Schön 1983, p. 183), where dissimilar is
seen as similar as a driver of innovation.
Objects designed and made in this diversified place
have narratives intensified through the richness of the
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location. While acting as a physical site for design
actions, the pervasiveness (Willis 2006) of this place
affords imagining that both prefigures and forecasts,
separate to the physicality of the object itself.
Consequently, “where” describes a philosophical as
well as a physical positioning.
HOW TO MAKE?
My making practice has much in common with craft. It
emerges from skills reliant on tacit knowing, of which I
can only prove my claim to through a demonstration of
doing; an at oneness with material, described by Sennet
as “focal awareness” (Polanyi, cited in Sennett 2009, p.
174); and “the desire to do a job well for its own sake”
(Sennett 2009, p. 9). The material consciousness that all
craftsmen possess (ibid., p. 119) is heightened by seeing
virtue in the material (ibid., p. 135), a capability that is
also essential for gleaning. Gleaning imparts an
awareness of the time, life and associated living that
supervenes upon the current presence of remnants, as
well as a perception of the life that might project
outwards from that point.
These approaches demand an obligatory slowness,
distancing the practice from fashion systems that are
categorised by fast production and consumption
(Fletcher & Grose 2012, p. 124). This positions my
design activities as serving “goals broader than
commerce” (ibid., p. 155), and sees my making as an
agent for “systemic innovation” (Macy & Brown, cited
by Fletcher & Grose 2012, p. 174).
USE KNOWN
When a gleaner of bygone times in Varda’s The
Gleaners and I (2003) re-enacts the gleaning from long
ago, utility and efficiency are concurrently inherent in
her actions and the garment she wears. Nothing is
wasted within her movements and the frugal lines of the
simply cut apron. The apron supports gleaning, but
furthermore, embodies and holds this potentiality within
its fabric, both literally, and figuratively. The apron is
function made tangible.
garment that might be worn and used in the expanded
space of the garden, an apron was the obvious choice.
Subsequently, I have made many aprons using various
gleaned materials and techniques, mostly based on a
basic pinafore (1/2 apron) style. I have also used the
apron as a starting point to develop other garments that
feature elements of the apron, and are therefore
permeated with apron like qualities.
This making of many aprons and apron relatable objects
calls into question whether something that is inherently
useful, loses its efficacy if repeated too often. Could lots
of aprons, regardless of how useful they are, or how
well crafted, be too much? Would one ultimate apron of
the perfect function to meet a desired purpose be ideal?
Berry is cited as saying: “You never know what is
enough, unless you know what is more than enough”
(cited in Fletcher & Grose 2012, p. 136). This
experiment enquires, through making, as to what might
be more than enough.
USE FORETOLD
My husband has an inclination to wear out jeans on the
insides of the legs, rendering them useless and unworthy
of repair, since the degraded and stressed area will not
easily support mending or patching. The useless jeans
are cycled through my practice, whereby they are
gleaned and redefined as remnant. As elucidated by
Chapman (2005, p. 116), denim jeans are a powerful
carrier of narrative, and so are a potent material for
further use through supplementary making. I had been
intending to make a cover for our BBQ (barbecue) for
sometime, for aesthetic purposes, since the BBQ is quite
worn and ugly. This was an opportunity to make
something that I personally needed, that I would use.
The use value in this case, was a predicted use that was
anticipated to result from making. This is a use that I
could foretell, but with details I could not be sure of due
to the process of design through making. The outcome
was to be a BBQ cover, and I also envisioned the
capacity for this to be worn by a person.
I have used the garment genre of the apron as a
precedent known to be useful. When imagining a
My approach was to maintain the integrity of the
remnant jeans, by reconfiguring, but changing them as
little as possible. I unpicked the inner leg and side
Figure 1: Some of the many aprons
Figure 2: BBQ cover and apron, worn by BBQ and when barbequing
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MAKING CRITIQUE
seams, and through trial and error, arranged the pieces
to fit the BBQ. I was fortunate that my husband is of
similar proportions to the BBQ; exactly the same height
waist down, and half the width, so two pairs of jeans
were required. The possibility to wear the cover was
preserved by retaining openings for the head and arms,
conveniently provided by the voids of the open
waistbands. A third pair of jeans was used to fashion an
apron, including a pocket for tongs, which both the
BBQ and barbecuer can wear. The multifunctional
aspect of these objects forms new narratives, but
significantly, this experiment demonstrated use that was
foretold, but actualised through the making process.
USE UNKNOWN
A form inspired by the garden, the lettuce, is the model
for objects made using the traditional craft technique of
crochet. The material gleaned for this purpose is waste
from my own consumption: everyday plastic shopping
bags and bags from other products such as bread and
packaged supermarket lettuce. The technique used to
achieve the shape is hyperbolic crochet, where the
number of stitches is exponentially increased. This
repetitive process cultivates a deep understanding of,
and affinity with the material, owing to the long time
spent in its company.
Making technique drives this inquiry and affects a
predictable outcome in terms of shape. However, due to
the variability of the gleaned plastic, the end result is
not predictable. Each different plastic produces
unexpected and sometimes astonishing textures, as the
process of stripping and reconfiguring reveals hidden
properties.
The use of these lettuce objects is not known; neither at
the commencement of making, nor when the making is
completed. They have no value related to a clear
function, but perhaps an appreciation of the
workmanship employed in their creation, and the
“strange beauty” (Fuad-Luke, cited in Fletcher & Grose
2012, p. 135) that they possess, may afford an expanded
idea of use.
During the early phases of the research, I felt a constant
shadow of unease that I was merely making purposeless
stuff. This has been alleviated by persevering with
making, but a making that is vindicated through
mindfulness of what is being truly created; regarding
both the objects themselves and their agency.
Besides the usefulness, or uselessness of objects,
making, as discussed, is useful as a research tool,
regardless of what is made. The making experiments
discussed initiate an analysis of: over production (many
aprons), design with limited appeal (BBQ cover), and
making for the sake of technique (lettuce make). The
function of the apron is impaired by making many,
however, opportunity exists for: diversification different kinds of aprons or garment types; or
specialisation - aprons with specific purposes. Whilst
the BBQ cover solves my personal design problem and
satisfies my aesthetic desires, it exemplifies design that
interacts with different parts of the product lifecycle, the
users life and other products in use; insights that might
be applied to broader design challenges. The lettuce
making, though it creates objects devoid of use, reveals
unique ways of discovering value. When making from
a plastic/foil chip packet, the extraordinary, sparkly
lettuce generated reminded me so strongly of a friend,
that I was compelled to give it to her. Through making,
a gift emerged, engendering the notion that value might
be founded through status as a gift. Could a gifting
economy be a viable, sustainable strategy as an
alternative to a fashion system based on monetary
exchange?
Making affords a critique of my practice whilst in the
process of redirection. The outcomes are a work in
progress, giving fuel for continued reflection through
further making.
REFERENCES
Chapman, J 2005, Emotionally durable design: objects,
experiences and empathy, Earthscan, London.
Downton, P 2003, Design research, RMIT Publishing,
Melbourne.
Fletcher, K & Grose, L 2012, Fashion and
Sustainability: Design for Change, Laurence King
Publishing, London.
Fry, T 2009, Design futuring: sustainability, ethics, and
new practice, English ed. edn, Berg, Oxford, UK;
New York, NY.
Schön, DA 1983, The reflective practitioner: how
professionals think in action, Basic Books, New
York.
Sennett, R 2009, The craftsman, Penguin Books,
London.
Varda, A, Millet, JF, Cine, T, Centre National du
Cinematographie, F, Studio, C & Procirep 2003,
The gleaners and I, Madman Cinema, [Australia].
Figure 3: The process of making lettuce from lettuce bag
Willis, A-M 2006, 'Ontological Designing', Design
philosophy papers, no. 2, 2006.
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EXPERIENTIAL DESIGN LANDSCAPES:
DESIGN RESEARCH IN THE WILD
MICHEL PEETERS, CARL MEGENS, CAROLINE
HUMMELS, AARNOUT BROMBACHER
EINDHOVEN UNIVERSITY OF TECHNOLOGY,
DEPARTMENT OF INDUSTRIAL DESIGN
{M.M.R. PEETERS, C.J.P.G. MEGENS, C.C.M.
HUMMELS, A.C. BROMBACHER}@TUE.NL
ABSTRACT
Thanks to the emergence of new sensing and
behaviour tracking technologies, design research
can take place anywhere and anytime in the real
world. When doing design research, a trade-off has
to be made between experimental control and
ecological validity. In this paper, we compare
Experiential Design Landscapes (EDLs) with three
more traditional research approaches that are
frequently used in design research, i.e., Lab
Research, Living Lab and design research ‘in the
field’, and reflect on this trade-off. By means of an
example, we discuss how EDLs deals with issues
of ‘generalisability’ to the real world and the
potential loss of experimental control.
INTRODUCTION
The size and amount of computing power we carry with
us is increasing everyday. More and more products and
systems are becoming intelligent, networked and
designed to be part of our everyday life and society.
Through our smartphones we carry a wealth of sensors
(e.g., acceleration, GPS) in our pockets and these are
usually ‘always ON’. In addition, our homes as well as
public spaces are increasingly being enriched with
embedded contextual sensors, including motion
detectors, cameras, etc.. The widespread deployment of
these technologies have created an unprecedented
ability to track people and record behaviours and
contextual variables in real-time, over extended periods
of time, and within the living and working environments
WIJNAND IJSSELSTEIJN
EINDHOVEN UNIVERSITY OF TECHNOLOGY,
DEPARTMENT OF INDUSTRIAL ENGINEERING &
INNOVATION SCIENCES
W.A.IJSSELSTEIJN@TUE.NL
people inhabit in their everyday life. When design
research can take place anywhere and anytime in the
real world, this inevitably entails both consequences and
opportunities for the nature of design experimentation.
Whereas much attention will need to be devoted to the
legal and ethical boundary conditions of recording,
analysing, and utilising such personal and contextual
data, the current paper sets out to explore a particular
methodological issue in design research, that is, the
trade-off between the level of control we can exert over
contextual variables that may impact a particular
(design) intervention, versus the ecological validity (or
generalisability) of results found.
For designing highly intelligent products,
systems and services, Van Gent et al. (2011) propose a
method called Experiential Design Landscapes (EDLs)
to develop and probe new radically innovative concepts
towards societal transformation, with people in
environments which are part of society (e.g., designated
area in cities, sports parks etc.) and which are, from a
user-perspective, not dedicated research spaces, such as
university laboratories. EDLs use the ever-increasing
intelligence in everyday environments and utilize this as
smart sensor agent technology with behaviour
recognition algorithms and data mining techniques to
allow analysis of new behavioural and usage patterns
that (may) emerge as a consequence of a variety of
design interventions. EDLs thus allow real-time as well
as longitudinal capture of individual, social, and
environmental data and this way provide a much richer
continuous characterization of (emergent) behaviour
than previously possible.
When doing design research involving users, a
trade-off is usually made between experimental control
and ecological validity (Figure 1). Doing design
research in a laboratory often results in lower ecological
validity, limiting the extent to which findings can be
generalized (or extended) to the real world, due to
decontextualization. On the other hand, design research
‘in the field’ often results in a compromise on
experimental control and a lack of generalization to
theory (Koskinen et al. 2011; see also Black, 1955).
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creators on equal grounds with the rest of participants
and 2) experimentation in real-world settings. Living
Labs provide structure and governance to user
participation in the innovation process.” (Almirall and
Wareham 2008). Well known Living Lab examples are
PlaceLab at MIT (MIT 2009) and ExperienceLab at
Philips Research (Philips International 2013). Recent
initiatives in Living Lab research show deployment in
everyday life, that is, people’s natural environments and
parts of the public space and society (ENoLL 2013).
Figure 1: Graph illustrating the theoretical trade-off in design
experimentation between experimental control and ecological validity.
In the following, we discuss how other research
approaches involving users, i.e., Lab Research, Living
Labs, and Design research ‘in the field’, deal with the
trade-off. We reflect on each research approach with
regard to their contextual control, social, environmental
and temporal fidelity. Subsequently, by means of an
example design project ‘Social Stairs’ we discuss how
EDLs can challenge this trade-off. The paper ends with
some concluding reflections and remarks on the ‘Social
Stairs’ and a discussion on the generalisability of EDLs
and the potential loss of experimental control.
LAB, LIVING LABS AND DESIGN RESEARCH
‘IN THE FIELD’
Laboratory studies in design research (in technical
design disciplines) are very common, with its
foundations coming from experimental psychology and
the natural sciences. An experiment is aimed at testing
the validity of a hypothesis, which usually has been
formulated based on a theoretical prediction.
Experiments provide insight into correlations and
possible causal mechanisms (or cause-effect relations)
by manipulating a particular factor, and measuring the
effects of that manipulation. Experimental control is
essential: any factor that may limit the accuracy or
repeatability of the experiment or the ability to attribute
the results to the experimental manipulation needs to be
carefully excluded. Studying design in a laboratory thus
means that a phenomenon, system, or artefact is taken
from its natural environment and brought into the
controlled arena of the lab. Thus, experiments typically
abstract away from studying phenomena in their
naturalistic context, as these contexts typically contain a
large number of variables that are beyond the
researcher’s ability to predict or control (Koskinen et al.
2011).
It is partly on account of this belief that ‘Living Labs’
were introduced. Their aim is to study phenomena in
their naturalistic context while maintaining
experimental control. “The term ‘Living Labs’ often
refers to both the methodology and the instrument or
agency that is created for its practice. Living Labs are
driven by two main ideas: 1) involving users as co-
Design research ‘in the field’ is typically done in a
naturalistic setting and aims to inform the early stages
of design. Researchers follow to what happens to their
design in context; how people and communities
understand it, make sense of it, talk about it, and learn to
use it (Koskinen et al. 2011). The foundations of design
research ‘in the field’ come through social science and
are often grounded in sociological theory. Design
research ‘in the field’ can include so-called ‘observe and
record’ ethnography (like in anthropology and other
sister social sciences) and design ethnography with the
focus on products and things, the use of mock-ups and
prototypes through design action. Examples of design
research ‘in the field’ can include contextual inquiry
(Holtzblatt and Jones 2009) or cultural probes (Gaver et
al. 1999), but also engaging with users and involving
them in the product creation process through
participatory design (Schuler & Namioka 1993), cocreation (Sanders 2005) and empathic design (Leonard
& Rayport 1997).
SOCIAL STAIRS
Social Stairs is an intelligent staircase in an EDL built at
the university’s main building that made sounds as you
walked up and down. When people walked together on
the ‘Social Stairs’, it would burst into a different, more
orchestral chime echoing up the stairs (Figure 2). The
concept at first aimed at decreasing people’s sedentary
lifestyle and increasing their daily activity throughout
the day by making the stairs a more appealing place.
Through early probing it was found that people would
engage and involve each other. Therefore, altered,
louder and more diverse orchestral sounds were
designed to address this social aspect. Doing so, the
designers wanted to explore how people would behave
when at the Social Stairs. Social Stairs was equipped
with sensors (e.g., embedded environmental sensors),
smart activity recognition algorithms, and data mining
techniques. Through pressure sensors the use of each
step on the stairs could be measured by the system. Next
to this a concealed remotely accessible video camera
was placed, allowing the design researchers to observe
‘live’ and in hindsight people's activities and behaviour
in the EDL. Together with the data from the steps this
provided the researchers real-time, longitudinal, in-situ
recording of behaviour and context, and allowed a very
rich continuous characterization of (emergent)
behaviour prompting possible new design iterations.
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Figure 2: People working together on the Social Stairs, being treated
with more diverse orchestral chimes that echoed up the stairwell.
Social Stairs provided the designers with long-term user
data of 6 weeks (i.e., log data, interviews and video) that
was utilized to continuously do design iterations but
also to analyze and test whether the intended effects
were actually met, or even new unforeseen behavior
emerged. Through data fusion i.e. combining/fusing
different types of data (e.g, steps data, observation
videos, interviews etc.) they got insight in different
types of behaviour. For instance, people invited others
to join them at the Social Stairs and create a soundscape
together. Other people were actively seeking
opportunities to create a joint soundscape, by patiently
waiting for a while in the stairwell. Unexpected
behaviour also occurred; some people were meeting up
in the stairwell on a daily basis, similar to a hangout,
and formed groups (2-10 people) to create joint
soundscapes of significant complexity. Others got to
meet and interact with new people through the Social
Stairs (Megens et al. 2013).
environment. For example, the Experiencelab of Philips
has a ‘home’ context where people are asked to make
themselves comfortable, pretend it’s their home and
behave natural. Nevertheless, participants are fully
aware that they are in an artificial situation, outside of
their own everyday context, with their behaviours being
probed and monitored, and with the typical role
differentiations between the researchers and the
researched (Gaver et al. 1999). Moreover, people are
often pre-selected and invited to test pre-defined
product functionalities or scenarios in context. The
products and systems in such living labs are often ‘only’
used for a few days to a few weeks maximum. All in all
resulting in moderate contextual control, social,
environmental and temporal fidelity (Figure 3).
However, recent initiatives in Living Lab research are
taking place in everyday life, that is, people’s natural
environments and parts of the public space and society
(ENoLL 2013). These developments as such can
improve the ecological validity of the research results
from Living Labs and their generalisability (Figure 4).
DISCUSSION
THE TRADE-OFFS
When we look at the trade-off between ecological
validity and contextual control one can argue that lab
research often experiences major difficulties in its
generalisability to the real world. In short, the lab seems
to decontextualize (Koskinen et al. 2011), thus
negatively affects both environmental and social fidelity
(Figure 3), and limits the ecological validity of results
by constraining and altering the very activities and
experiences one is interested in capturing (Figure 4).
Figure 3: Grading matrix where Lab Research, Living Lab, Design
research ‘in the field’ and Experiential Design Landscapes are graded
on contextual control, social, environmental and temporal fidelity.
Despite the fact that Living Labs, in particular the
‘older’ Living Lab initiatives, aim to mimic the real
world as much as possible they are still a simulated (lab)
Figure 4: Graph with Lab Research, Living Lab, Design research ‘in
the field’ and Experiential Design Landscapes, positioned in the tradeoff between experimental control and ecological validity.
In the field, the control of variables is often problematic
as it is a situation that is rich in uncontrollable
contextual variables and unpredictable, emergent user
behaviour. With respect to ecological validity this
approach often performs quite well.
GENERALISABILITY AND EDL
The relevance of experimental methods in the field of
product design and development has been contested on
the ground that control of variables, essential to
experimentation, is problematic in a situation that is rich
in uncontrollable contextual variables and unpredictable
(“emergent”) user behaviour. Whereas the elimination
of context (e.g., in the lab) can generate reproducible
and generalizable results, it limits the ecological validity
of results through constraining and altering the very
activities and experiences one is interested in capturing.
Current developments in technology allow for new
opportunities in measuring behaviour in their
naturalistic context. Specifically, sensor-enabled,
wearable and mobile devices, sensor-enriched
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interactive products, and intelligent environments have
become computationally more powerful and are
increasingly commonplace. EDLs are specifically
instrumented to study user behaviour in context,
allowing real-time as well as longitudinal capture of
individual, social, and environmental data. Through
interacting and working with communities of users in
their homes, in the streets, or at their places of work,
over longer periods of time, researchers have a unique
opportunity to gain an ecologically valid understanding
of emergent behaviour prompted by new design
propositions (Megens et al. 2013).
In this paper we discussed an example EDL,
the Social Stairs, that was able to generate meaningful
behavioural data ‘in the wild’ (i.e., in our everyday life).
The Social Stairs, an interactive musical staircase
outfitted with pressure sensors and cameras, allowed for
the real-time and longitudinal capture of user data. This
data, in turn, enabled the designers to continuously
monitor the naturalistic use of the Social Stairs in realtime, analysing aggregate patterns of behaviours after
only a few days of usage, adapting the Social Stairs
(e.g., the type of musical feedback), and re-analysing
the effects of such a design intervention. Based on such
quick cycles of introducing design interventions and
analyzing new behavioural/usage patterns, the designers
in this project were able to explore the design space
around ‘motivating people to increase their daily
activity’, gaining insights into emergent and
unpredictable user behaviours associated with such a
novel design proposition (Megens et al. 2013).
Hummels & Frens (2008) discuss similar quick design
cycles of analysis and synthesis in their Reflective
Transformative Design (RTD) process as ‘envisioning
& exploring’ and ‘making & thinking’ when designing
for societal transformation (like EDLs).
The Social Stairs is a natural environment,
unscripted and open to experimentation by users and
unexpected or emergent behaviour. However, because
of the data-mining techniques and activity algorithms,
the EDL allowed real-time multimodal tracking of
environmental factors that would normally be a threat to
experimental control. This way rich continuous
characterization of (emergent) behaviour was provided
while still preserving a high environmental, social and
temporal fidelity.
ACKNOWLEDGEMENTS
The work reported here was part of the Design for
Wellbeing project. The authors gratefully acknowledge
support from the Dutch Ministry of Economic Affairs,
through the IOP-IPCR programme. The conceptual
framework described in this paper was first presented at
the Design for Wellbeing Workshop, 31st October 2012,
Eindhoven, The Netherlands (IJsselsteijn, 2012).
REFERENCES
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& Wensveen, S., 2011. ‘Design research through
practice: From the lab, field and showroom’.
Waltham, MA: Morgan Kaufmann.
Leonard, D., & Rayport, J. F. 1997. ‘Spark innovation
through empathic design’. Harvard business
review, 75, 102–115.
Megens, C.J.P.G., Peeters, M.M.R., Funk, M.,
Hummels, C.C.M., Brombacher, A.C. 2013. New
craftsmanship in industrial design towards a
transformation economy. Proceedings of the 10th
EAD Conference - Crafting the Future. Gothenburg
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MA, accessed 9 January 2013,
<http://architecture.mit.edu/house_n/placelab.htm>
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Sanders, E. B. N. 2005. ‘Information, inspiration and
co-creation’. Proceedings of the 6th International
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Schuler, D. & Namioka, A. 1993. ‘Participatory design:
Principles and practices’. Hillsdale, N.J.: Erlbaum
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DESIGN ARGUMENTATION IN
ACADEMIC DESIGN EDUCATION
PETER DALSGAARD
CHRISTIAN DINDLER
JONAS FRITSCH
CAVI/PIT, AARHUS UNIVERSITY
CAVI/PIT, AARHUS UNIVERSITY
CAVI/PIT, AARHUS UNIVERSITY
DALSGAARD@CAVI.AU.DK
DINDLER@CAVI.AU.DK
FRITSCH@CAVI.AU.DK
ABSTRACT
In this paper we explore design argumentation as a
resource when teaching interaction design in a
university setting. We propose that design
argumentation can help bridge between practicebased design education and theoretical issues from
university curricula. Building upon the Toulmin
model of argument, we outline the idea of design
argumentation and report on initial experiences
from interaction design teaching. We discuss how
this approach can be instrumental in teaching
students how to build up a shared design
vocabulary in order to formulate valid claims when
arguing for and through their design work based on
empirical, theoretical and material grounds.
INTRODUCTION
Our point of departure is experiences from teaching a
variety of interaction design courses on BA and MA
levels at the faculty of arts at Aarhus University. For
many years, our teaching has been inspired by Donald
Schön’s work on ‘learning by doing' in a supervised and
reflective design practicum (1987) and the importance
of developing students’ design judgments (Nelson and
Stolterman, 2003). However, challenges arise when
integrating this practice-based approach in an academic
setting that is governed by outcome-based education
taxonomies (Biggs & Tang, 2007) and more traditional
academic evaluation criteria. In particular, the issue of
training students in working across the span from
particular design situations, objects and interventions to
more abstract theories and methodologies has proved a
salient challenge.
In response to this challenge, we have for the past few
years explored how the idea and practice of design
argumentation can help bridge between practice-based
design teaching and more abstract theoretical and
methodological issues in an academic setting. We have
found inspiration in the Toulmin model of argument
(1958) to teach our students both how to make valid
arguments for and through their design process and
product, for critiquing their peers, and for presenting
their work in academic exam papers. We have found the
process of design argumentation promising in terms of
creating alignment (Biggs & Tang, 2007) between
learning objectives, the actual design work of students,
and the evaluation criteria.
Here we present and discuss the notion of design
argumentation and share our experiences from design
education. We show how design argumentation fuses
the practice-based approach of the reflective practicum
with the idea of constructive alignment in university
teaching. We particularly highlight how data and
material experiments from students’ design processes
can be brought together with reflective and theoretical
concerns presented throughout courses in the form of
design arguments based on either empirical, material
and/or theoretical grounds. This has proven instrumental
in supporting and developing a shared design
vocabulary and sensitivity to design values and, further,
provides a ground for rigorous design discussions.
THE CHALLENGE: TEACHING DESIGN IN A
TRADITIONAL ACADEMIC SETTING
The main challenge that motivates the work presented in
this paper is this: How can we integrate a practicebased approach to interaction design teaching in a
traditional outcome-based academic education, in our
case at the faculty of arts? As is the case in a number of
universities, there are a range of mandatory and optional
design courses for students, however there is no fullfledged design education. The design courses must
therefore fit into an established system of outcomebased education based on traditional academic
evaluation criteria and formats.
The principle of constructive alignment (Biggs & Tang,
2007) has been very influential in shaping academic
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education at several universities (including ours).
Briefly summarised, constructive alignment is a
constructivist approach to learning centered on the
alignment of students’ learning activities and the
intended learning outcomes. While this approach is
quite amenable to project-based learning in that it
emphasizes the students’ own learning activities as the
most important component in reaching learning
outcomes, many of the formal structures, teaching
methods and evaluation formats at university are at odds
with what we see in the studio-based approach in many
design schools. As a consequence, we must consider
how approaches and methods for design teaching that
stem from design schools can be adopted, appropriated
and supplemented to fit into this system.
In addition to systemic disparities between traditional
universities and design schools, there are also
challenges related to students’ prior knowledge,
expectations, and intended learning outcomes. When
students take our classes, which are seldom at the first
semester, they have already adopted certain academic
skill-sets and mind-sets to which we must adapt our
teaching. In addition, we must consider what the
intended learning outcomes are – i.e. which ways of
thinking and doing should characterize competent
academic interaction designers. A principal challenge in
this regard is how we construe the role of theory, and
the ways in which design theory and practice can be
combined and enrich one another.
RELATED WORK
The Nordes conference has been host to a series of
discussions about design education, and there is a wellestablished discourse on the challenges and potentials of
approaching design education in the Scandinavian
design community in general. Many previous
contributions promote practice-based design teaching,
often in studio environments, to a large extent built
around the ideas about the reflective practitioner and
practicum as developed by Schön (1987). Here it has
been re-iterated how in addition to academic training,
interaction design requires skills acquired through
practical experience (Cross 2001; Nelson & Stolterman
2003; Löwgren & Stolterman 2004; Koskinen et. al.
2011). The aim has been to ground a particular learning
space for cultivating what might be termed a designerly
way of knowing (Cross, 2001) or the designer’s
judgment (Nelson & Stolterman, 2003) by building
bridge between real-world experiments, the design lab
or studio and academic reflection (Löwgren &
Stolterman 2004; Koskinen et. al. 2011).
Some of the challenges concerned with this fusion
between design as studio-style learning and university
teaching are explored by Blevis (2010). Blevis (Ibid.)
introduces what he terms Design Challenge Based
Learning (DCBL) as a possible values-led and
sustainable pedagogical practice related to
transdisciplinary design teaching. The goal of DCBL is
to construct a confluence of studio-style learning with
rigor and scale. This is facilitated through a variety of
teaching activities addressing the pedagogical challenge
of ensuring that the analytical work of the students leads
to synthesis in a sound way, and, conversely, that
synthesis follows from analysis in a sound way (Ibid.).
Moore and Lottridge (2010) deal with the challenges of
working with interaction design in university concerned
with new production of knowledge in a transdisciplinary
setting. Focusing primarily on design research, the
authors develop the notion of ‘disciplined
transdisciplinarity’ understood as ‘the simultaneous
recognition of the value of disciplinary traditions in
conducting research while at the same time recognizing
the legitimacy of knowledge claims that go beyond
disciplinary norms.’ (Ibid., p 2740). Although the
authors do not explicitly mention teaching design at the
university, the paper clearly illustrates the challenges
involved when working in a milieu with traditional
academic departments and ideas of rigor.
Concerning the relation between design and
argumentation more specifically, Buchanan (1985)
discusses design as rhetoric, where the product is seen
as an argument that wants to communicate with its
users. Löwgren and Stolterman (2004) draw on the
work of Horst Rittel on wicked problems to present
what is termed ‘design-as-argumentation’, where they
show that the use of argumentative notions in the form
of questions, options and criteria (QOC) diagrams can
be seen as a personal design technique. Finally, Binder
and Brandt (2007) propose an agenda for experimental
design research revolving around genealogy,
intervention and argument. Here, argument relates to the
fact that design research must produce statements that
are contestable for the external reader.
DESIGN ARGUMENTATION
Inspired by the literature on design teaching, our
approach to integrate practice-based design teaching in
the university setting has been through the notion of
design argumentation. Here, the Toulmin model of
argument is in many respects central, in that it presents
scaffolding for developing and analyzing design
argumentation in a way that can bridge practice-based
and theoretical concerns. The Toulmin model of
argument was developed by the philosopher Stephen
Toulmin, who dedicated much of his work to reasoning,
rhetoric and argumentation, in the book ‘The Uses of
Argument’ (1958). The model, which is now arguably
the most widespread and accepted model of argument
across a number of disciplines, was created to explain
and develop practical reasoning; it can be employed to
evaluate which argument has more explanatory power
through discussion and justification. When we introduce
the Toulmin model in this paper, it is in part because it
is well developed and widely accepted in academia, and
in part because it lends itself well to the process of
critique. Developing an idea of practical arguments (as
opposed to absolute arguments), Toulmin focuses on the
justificatory function of argumentation as a process of
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testing different ideas. Basically, for a good argument to
succeed, it must provide a good justification for its
claim, where the claim must be able to stand up to
criticism. Toulmin proposes six interrelated components
for making and analyzing arguments: claim, grounds,
warrant, backing, rebuttal and qualification (Fig. 1).
Fig.1: The Toulmin Model of Argument
We draw inspiration from all six components when
attempting to develop the notion of design
argumentation in order to cultivate a critical and
academically rigorous dialogue through a shared
vocabulary in our design teaching.
Our basic thesis is that students, by learning how to
argue for their designs in an academically rigorous way,
develop skills on how to relate theoretical and
methodological concerns to design and, in turn, that
design and design objects may become a vehicle of
exploring theory and method in an academic setting.
Hence, the process of argumentation mediates the
students in moving back and forth between particular
design objects and situations and more abstract theory
and methodological issues. In the context of design
teaching we both consider the claims made explicitly by
the students, through oral and written presentations, as
well as the claims made in and through the crafting of
the actual design concept or product.
In general, we have found three categories particularly
useful in terms of grounding design arguments. First,
students may ground arguments in theoretical notions
(e.g. aesthetics of interaction, situated action, activity
theory) showing how their design choices resonate with
established principles or models. Second, students may
ground their arguments based on empirical data such as
probes, ethnographically inspired field studies or
workshops. Here, students point to particular findings
and the methodological principles they employed to
back their decisions. Third, students may ground their
arguments in the design material with which they work.
In this case, students may point to the possibilities and
constraints inherent in e.g. smart phones, interactive
tables or tabletop computers to argue for their choices.
In all these cases, argumentation works as a way for
students to articulate the qualities and potential
shortcomings of their design. Moreover, the explicit use
of argumentation opens up the space for critique
allowing peers and instructors to engage in focused and
precise discussions about the proposed design.
From our experience, the process of design
argumentation also goes the other way; from the
designed object to theory or methodology. In other
words, where the process described above might be
characterized as arguing for a design it also seems
fruitful to argue through the design. In this process, the
design object or concept becomes the catalyst for
exploring a particular theory, concept or method. The
proposed design object becomes a shared point of
reference for developing an understanding of more
abstract principles. In our experience from critique
sessions, design objects have the strength of
(sometimes) being very direct interpretations of a
theoretical notion. As an example, an interactive table
may provide a very clear way of explaining the
difference between embodied and distant representation
within tangible computing. In other situations, a design
object may highlight an intersection between concepts
or even challenge a theoretical notion. Again,
argumentation becomes the vehicle that bridges the
often challenging gap between the particularities of a
design situation and the abstractness of theory.
To sum up, we propose design argumentation as a way
of creating structured exchanges between particular
design objects and theory. This process can potentially
go both ways; students may make arguments for their
design or they make arguments through their design. In
practice, there are obviously continuous movements
back and forth between these two. Drawing upon Schön,
Biggs and Tang, and Toulmin, the idea behind design
argumentation can thus be formulated as arguing
theoretically, empirically, and materially for and
through design in a constructively aligned practicum. In
the following section we report on initial experiences
from working with design education in five courses over
a period of two years and outline considerations when
incorporating design argumentation into teaching.
LESSONS FROM TEACHING
We have explored design argumentation as a central
concept in a number of design courses over the past two
years. In general, students work on design projects
within a reflective practicum as an integrated part of
semester-long design courses on both BA and MA
levels in a variety of disciplinary settings (Information
Studies, Digital Design, Experience Economy). A
central component is that students are prompted to
continuously reflect on their design choices on blogs, at
critique sessions, through supervision, and in written
essays. We have experimented with integrating the
model of argumentation into these different modes of
reflection with two major learning objectives in mind:
first, that the students learn to argue for their design (i.e.
what are the reasons underlying the current form of the
design concept); second, that the students learn to argue
through their design (i.e. how the design concept
embodies specific considerations or can be used as a
vehicle for generating certain types of knowledge).
These notions resonate with Frayling’s (1993) notions
of research into, for, and through design.
When we introduce design argumentation into teaching,
it provides a means for us to examine if and how
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students have constructed sound arguments for and
through design. E.g. in response to a written essay, we
may ask students to provide additional types of grounds
– empirical, theoretical or material data – to their
claims, or ask what grounds their claims. In a
supervision session, we may ask students to better
warrant the grounds, or we can go even deeper and ask
about the backing of the warrants (i.e. by asking about
more information about the empirical data, the
theoretical foundation of e.g. experience-oriented design
or the process and rationale behind the crafting of the
object/prototype). In critique sessions, we may use
design argumentation as a reference point so that
students who present their work can construct and
evaluate their arguments, and so that students who offer
critique can make clear what aspects of the design
presentation they are critiquing. And of higher value
still, we may use the ideas underlying design
argumentation as a nexus for cultivating a critical way
of assessing the design object by encouraging the
students to always be reflective about possible
exceptions and limitations of the claims they make,
fostering attention to rebuttals and qualification.
On a more concrete level, we have identified three main
considerations in terms of incorporating design
argumentation into our courses. First, critique session
have proved a valuable venue for the students to
practice their argumentation both in terms of theory and
concrete design. However, the format of the critique
does mean that the designed object or concept is very
present and draws attention. This is obviously a strength
of the critique but it also means that e.g. theory tends be
less present and it requires some work (form teachers or
instructors) to bring theory or methodology into the
critique session. One way of doing so involves choosing
a theoretical ground from which the students are
encouraged to make claims about their design object.
Second, our main focus has been on interaction design
courses, even though the idea of arguing through a
design might extent to other courses. In other words, we
might imagine that designerly engagement could be
used to scaffold learning activities in other university
courses that explore theory or methodology related to
arts education. Here, design becomes a vehicle for
hands-on learning about theoretical concepts in an
increasingly transdisciplinary university setting.
Third, while Toulmin’s model of argument can be
integrated with all of the aforementioned teaching and
learning activities, it must be framed and employed with
respect to the specific format at hand. E.g. in a written
essay, it may be fairly straightforward for students to
analyze their work through systematic reference to the
components of an argument; in a critique session where
students critique a concept, it is typically harder to
pinpoint exactly which components they address, and
the teacher can serve as an intermediary between the
presenters and critics by facilitating a more structured
discussion about the presentation of the arguments.
CONCLUSION AND FUTURE WORK
We argue that the notion of design argumentation is a
promising way to combine the concerns of practicebased approaches to teaching interaction design at the
arts in a university setting. We have presented design
argumentation as an approach, which aims to teach
students how to build up a shared design vocabulary in
order to formulate valid claims when arguing for and
through their design work based on empirical,
theoretical and material grounds. We believe that design
argumentation can be used both in the planning phase of
the design course and as a way to navigate through the
different design activities. As a consequence, we are
aiming to develop the underlying ideas behind design
argumentation into a larger framework practicing and
evaluating courses in academic design education.
REFERENCES
Biggs, J. & Tang, C. 2007. Teaching for Quality
Learning at University, Open University Press.
Binder, T. & Brandt, E. 2007, ‘Experimental Design
Research: Genealogy, Intervention, Argument’,
IASDR’2007: Emerging Trends in Design.
Blevis, E. 2010. ‘Design Challenge Based Learning
(DCBL) and Sustainable Pedagogical Practice’.
Interactions, May/June 2010.
Buchanan, R. 1985. ‘Declaration by Design: Rhetoric,
Argument, and Demonstration in Design Practice’,
Design Issues, 2:1, Springer Verlag, pp. 4.-22.
Cross, N. 2001. Designerly Ways of Knowing: Design
Discipline Versus Design Science. Design Issues
(MIT Press), 17:3, 49-55.
Frayling, C. 1993, ‘Research in Art and Design’, Royal
College of Art Research Papers series vol. 1 no. 1.
Royal College of Art, London.
Koskinen, I., Zimmerman, J., Binder, T., Redström, J.,
Wensveen, S. 2011. Design Research Through
Practice: From the Lab, Field and Showroom.
Morgan Kauffmann.
Löwgren, J. & Stolterman, E. 2004. Thoughtful
Interaction Design, MIT Press.
Moore, G. and Lottridge, D. 2010, ‘Interaction Design
in the University: Designing Disciplinary
Interactions. Alt.CHI 2010, Atlanta.
Nelson, H. & Stolterman, E. 2003. The Design Way.
Intentional change in an unpredictable world,
Educational Technology Publishers, New Jersey.
Schön, D. 1987. Educating the Reflective Practitioner,
Jossey-Bass, San Francisco
Toulmin, Stephen E. 1958. The Uses of Argument,
Cambridge University Press
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PROTO-P EXPERIMENTS:
ENTERING A COMMUNITY OF
CIRCUS PRACTITIONERS
CAMILLA RYD
MALMÖ UNIVERSITY, SWEDEN
CAMILLARYD@GMAIL.COM
ABSTRACT
This paper discusses early experiments in an
exploration of how interactive technologies can be
designed
for
circus
art
performances.
The
experiments were carried out in environments for
training and rehearsal of circus skills and
technique. The approach was to introduce circus
artists in various disciplines to motion sensors and
interactive visualizations. The intention was to
create impulses and ideas that later can be explored
and shaped in a co-creational process with circus
performers.
The outcome of these experiments is discussed in
relation to the notion of communities of practice,
and the concepts of infrastructuring and protoperformance
(proto-p).
In
conclusion,
the
experiments became a way to enter into a
community of circus practitioners. This led to new
contrast to the traditional circus, where the techniques
were handed down from generation to generation,
contemporary circus has become an interdisciplinary,
experimental practice. In a circus act, the aerialist or the
acrobat becomes characters in the intersection between
choreography and dramaturgy. The circus artist tells a
story with a rich physical vocabulary and props. A
performance is structured similar to a dance or theater
performance, held together in a narrative or abstract
theme (Purovaara 2012). This allows for new
experimental ways of working with interactive materials
in several dimensions of a circus act.
This is my first experiment involving circus artists in
my work. Even though contemporary circus art can be
described as an open and explorative art form1, the
community of circus artists still seemed closed and far
away from me. Recently, I started to practice acroyoga2,
a combination of couple acrobatics, yoga and Thai
massage. My acroyoga teachers Nina&Boris have a
diverse background in martial arts, yoga and
gymnastics, dance and last but not least; circus. They
sometimes create performances and have connections
with other circus artists all over the world. After
acroyoga practice, sipping on a warm cup of tea in the
studio, I got an impulse to show them videos on my
smartphone, of applications that can be used with
motion sensors. This triggered a long conversation
about circus and technology in performing arts.
INTRODUCTION
In this paper, I will start by introducing the following
concepts: communities of practice, infrastructuring,
proto-performance (proto-P). I will then explain the
application and describe two exploratory experiments
conducted together with circus artists in various
disciplines. Finally, I will discuss the implications of
these experiments to interaction design and circus art.
This paper is a part of a larger endeavour as a designresearcher to explore how interactive technologies can
be designed for circus art performances. This means to
experiment with interactive audio-visual systems
together with the physicality and movement material of
the circus performers. This to imagine and sketch for
artistic development in contemporary circus acts. In
My focus is the contemporary circus, and this is what I
refer to as “circus” in this paper. Circus has reached
academic status in Sweden, and professionals train in
circus schools at university level. Meanwhile, circus
training is becoming a popular movement organized by
design openings, which can be developed with
sensitivity to circus aesthetics.
CIRCUS AS COMMUNITIES OF PRACTICE
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enthusiastic circus teachers all over
(Björfors & Lind, 2009). Therefore, I
relevant to talk about these knowledge
communities of practice, generating
knowledge about contemporary circus.
the country
believe it is
networks as
and sharing
Communities of practice are networks of people sharing
interests, passions and concerns about the same topic
(Wenger et al 2002:4f). We are all members of multiple
communities of practice, relating to diverse domains in
our lives, through the activities and identifications we
share with others. These networks are typically
informal, and the knowledge they harbour is often tacit
(ibid). Therefore, it is valuable to interact within the
community, on an ongoing basis, to share knowledge,
insights and advice. Ways of sharing information are
established and personal relationships develop as a
community of practice matures (ibid). In my view, there
is clearly a community of practice, involving people
who train, perform and share knowledge about circus.
This is what I call a community of circus practitioners,
which is crucial for me to interact with to inform a
design process with the intention of designing
interactive materials for circus art. Infrastructuring
(Björgvinsson et al 2010:3) within interaction design,
refers to establishing long-term relationships and
conditions for co-creation and collaboration.
Infrastructing is broader than a single design project,
referring to the process of ongoing interaction between
stakeholders. In this perspective, design is a sociomaterial practice, intertwining practices and materials
(Eriksen 2012). This means, I consider my material
everything from communication with stakeholders,
motion sensors, code to physical vocabulary and circus
skills.
(ibid). With a broader perspective on design, I view my
experiments more of a proto-p than a prototype. There
has been significant work done in contemporary dance
together with motion sensors and interactive
visualizations. In performances such as Body
Navigation and Horizontal Vertigo by Recoll
Performance Group, Surfacing by Troika Ranch and the
research project DanceDraw, real-time motion
capturing software is combined with interactive
visualization. Inspired by this work I chose to bring an
application for Kinect, originally written by a developer
named Amnon Owed3. It detects the body displays it as
a two dimensional silhouette, a polygon blob. Shapes
are falling from the top of the screen, which you can
catch in polygon world. This made me associate with
the juggler’s balls and props. I brought this particular
application because I thought it was poetic. Most of the
time I projected the screen on a wall. I did so to get an
idea about how it would look configured with a live
performing circus artist.
PROTO-P: BODYWORK AND DESSERT
Acroyoga is as much social and community building
practice as physical practice. Practitioners have to
communicate and trust each other when practicing
together. To cultivate this, Nina and Boris invited the
class to bodywork and dessert in their home for
Halloween. Halloween, a holiday that in itself is highly
performative, with costumes and rituals. At their home,
we had space to eat and talk, and practice acroyoga on
and thick rubber mats over the floor.
INFRASTRUCTURING AND PROTO-P
Circus is an innovative art form in Sweden and Europe
today (Muukkonen 2008). Innovations typically occur
through collaboration between different stakeholders.
This goes for technological and social innovation, and
often for artistic development. My first intention with
these experiments was to enter a community of circus
practitioners, to infrastructure and inform a potentially
longer co-design process. My second intention was to
explore the potentials of such an application, as an
impulse to start designing for circus performance, rather
than treating this as a solution. In addition, I wanted to
know how I as an interaction designer could meet the
circus aesthetic criteria.
The two experiments was conducted at an acroyoga
party and at circus practice at Karavan, Malmö’s own
circus space. Richard Schechner defines the first phases
in a process leading up to a performance as protoperformance (proto-P) (Schechner 2006:226). A
performance can have many starting points and
impulses that lead up to the “final” performance. ProtoP is hidden from the audience, and it can be a group of
people planning a performance, improvising interesting
movements, or scribbling down ideas as written notes
Figure 1: Boris lies on floor and holds Nina on his feet. Nina catches
the shapes in the space between her legs and arms.
I installed the projector in one of their rooms, on top of
a bunk bed, taped to a stack of banana boxes. Projecting
on the opposite wall, there was space to play and do
acrobatics in front of the motion sensor. It was running
for four hours and people could walk in and out of the
room and play with it as much as they desired.
In couple acrobatics and acroyoga alike, you work
together as the base and the flyer. The base lies on its
back or stands up, and lifts the flyer from the ground
with its feet and hands. The flyer can spin, hover and do
handstands in the balance of the base’s hands. Nina and
Boris did some acrobatics in front of the sensor. We
immediately saw that the area the Kinect was detecting
was not big enough for two people, and with the space
we had, we could only see either the base or the flyer.
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Working with the conditions we had, we found a few
interesting movements that might be interesting for
future performance. One of them when Boris was lying
on the floor and Nina sat on his feet, catching the shapes
as they fell down in the space between her legs and
arms. The roughness of the silhouette made it into more
than a reflection of her body and she became this bloblike figure, which made her create a connection between
herself and the objects falling down as there was gravity
(Figure 2).
This time, I had tweaked the code a little bit, and
modified the sizes of the shapes, the number of shapes
and the gravity. I was doing that “live” and customizing
it to try different variations. I also adjusted parameters
to give the shapes a more bouncy feel. This time, the
experimentation became more technical, and the
challenges of working with fast movements and several
bodies became obvious. Like Boris, they wanted the
application to support and amplify their movements,
technique and props.
I asked them explicitly what they thought from an
acrobat’s perspective I got comments and ideas on how
the application could be developed. Couple acrobats
communicates a story with the help of music, props,
scenography and costumes. The potential they saw in
working with Kinect and artistically with gestural
interfaces, is to create interactive environments and
props. This could for example be an animated flower the
acrobat can pick, to create a motivation for its
movements. Boris also got suggestions around how to
modify and customize the graphics.
Figure 2: Circus practice at Karavan.
Can the shapes bounce, so they can be juggled with?
Can they come from the side, like a wind?
Could there be a bigger scope where both acrobats are
detected?
Could it be an animated object, something that you can
“hold”?
Thanks to the fidelity of working with Kinect, I
managed to try it out with aerialists working with
suspensions and jugglers trying different props. I still
had the same intention, to learn more about circus
aesthetics and introduce them to something that might
be interesting to use as part of their performance.
Can you get special colours to illustrate moods and
emotions?
There was one concern that was clear however. Couple
acrobats spend a long time perfecting their technique
and I also got the impression from Boris, that it is
important for him to keep the focus on the technique
and the possibilities to enhance or accentuate it. The
projection made us focus more on the application itself
rather on the performers. The way it was configured, the
performers would need to look at it themselves to
interact with the visuals. If this was for a stage, the
placement of the projection and the sensor would need
to be reconfigured, in relation to the performer.
As I hoped, the application created a proto-p moment, to
share some knowledge and contacts. Nina gave me
contacts to Karavan and thought this would be
intriguing to test with an aerialist. This led me to my
second experiment at the local circus space in the city.
PROTO-P: KARAVAN AND CIRKUS SAGA
Karavan is a collaborative circus space in Malmö. This
is a place to workshop, practice and rehearse (Figure 2).
I came on a Friday afternoon when circus artists were
practicing various skills: juggling, trapeze and
acrobatics. I was invited to come and set up the Kinect
application in a corner of the rehearsal hall.
Figure 3: Amanda working with rope, making a split detected by the
application.
Rope is a two hemp ropes with loops in both ends. A
group of circus artists practicing rope that day were
keen to test the application. (Figure 3). They did large
movements and fast spinning. After trying it out they
were concerned around how it displayed the body and
followed their movements. If you make large
movements, making a split suspended from the floor,
the application do not support this and the silhouette
disappeared from time to time. I thought that was
poetic, but I got the impression they wanted their bodies
to be seen and have more accurate detection of their
movements.
DISCUSSION
To summarize, this paper has introduced two early
experiments with introducing Kinect to participants
within the circus community in Malmö. These were
made with an application in Processing, to start to
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explore the possibilities of working in the intersection of
interaction design and circus art. With a broad
perspective on design practices and materials,
Nina&Boris became the entry point to this community
of practice. Entering a community of circus practitioners
and learning more about the physical vocabulary and
aesthetics in circus art could in return both inform the
domain of aesthetics of interaction. Aesthetic concerns
in interaction design, aside how something feels or
looks, is about how well the interaction flows, which
allows the interaction design work with to the whole
dynamic context (Fällman 2008). The outcome of such
an explorative process involving circus artists would
potentially construct artifacts and interactive systems
that could be used for play, improvisation and
performance.
application served as a vehicle to be introduced to this
community of circus practitioners. The application
became a way for us to imagine and sketch in a way that
we would not have been merely on a conceptual level.
The experiments became a way to generate knowledge
about disciplines in contemporary circus. The
experiments led to new design openings for interactive
technologies which can be developed further with circus
performers.
ACKNOWLEDGEMENTS
Thanks to Nina&Boris, Karavan, Axel Immler, Amanda
van Rheinberg, Cirkus Saga, Mads Höybe, Susan Kozel
and Keyvan Minoukadeh.
ENDNOTES
1
These experiments became a way to infrastructure for a
longer design process. This means that the designresearcher becomes a guest and participant, earning her
role with the help of the application. I believe that the
application became a vehicle to be introduced as an
interaction designer into a community of circus
practitioners. Locating my work in the domain of circus
art, the aesthetic and artistic development as the desired
outcome of the process, it made sense to situate early
experiments in places and situation that supports
impulses and improvisation for performance (proto-p).
Places that are established already, outside of the design
studio.
There is a risk that bringing a working application might
be perceived as the final solution and cannot be
negotiated. Nevertheless, treating this a starting point,
working in a community of circus practitioners, I
wanted to do my experiments in a way that give them
the physical experience of having interacted with a
motion sensor like Kinect. With the insights from the
circus artists, these experiments led to openings to
design interactive applications that would accentuate
aerialists’ movements, augment couple acrobats and
jugglers’ movements and props. The application became
a way for us to imagine and sketch in a way that we
would not have been merely on a conceptual level.
However, given the large space the performers move
within, the Kinect sensor cannot handle two acrobats on
each other, or large vertical movements. This
application is design for play, and turns the performer
looking towards the projection and ultimately, away
from a potential audience. Furthermore, considering the
amount of work that already has been done in the
domain of contemporary dance with interactive
visualizations, there might also be other interactive
technologies and configurations that would be more
interesting to explore artistically, that could expand and
resonate with specificities of circus art.
Video – What is Circus, The Space
http://thespace.org/items/e0000rxs?t=xgxb
2
To learn more about Acroyoga, visit
http://www.acrobhakti.com/
3
See tutorial on
www.creativeapplications.net/processing/kinectphysics-tutorial-for-processing/
REFERENCES
Björfors, Tilde & Lind, Kajsa (2009) Inuti ett cirkus
hjärta/Inside a circus heart, Cirkus Cirkör.
Björgvinsson Erling, Pelle Ehn, Per-Anders Hillgren,
”Participatory Design and Democratzing innovation”
Proceedings for PDC 2010, November 29 – December
3, 2010, Sydney, Australia.
Eriksen, Mette Agger (2012) Material Matters in
Co‐designing – Formatting & Staging with Participating
Materials in Co‐design Projects, Events & Situations.
PhD dissertation, Malmö University, Sweden.
Fällman, Daniel (2008) “The interaction Design
Research Triangle of Design Practice Design Studies,
and Design Exploration” Design Issues, vol 24, no 3, 418.
Muukkonen Kiki,
Danstidningen no 6.
(2008)
”Nycirkus
i
fokus”
Schechner, Richard (2002). Performance studies: an
introduction. London: Routledge
Purovaara, Tomi (2012). Contemporary circus:
introduction to the art form. Stockholm: Stiftelsen för
utgivning av teatervetenskapliga studier (Stuts
Wenger Etienne, Richards McDermott, William M.
Snyder (2002) Cultivating Communities of Practice: a
guide to managing knowledge, Harward Business
School Press. Boston, Massachusetts
CONCLUSION
These two experiments could be viewed as a protoperformance (proto-p), by bringing the application to
environments for training, play and rehearsal. The
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DESIGNING THE EMERGENT CITY:
ASSMEBLAGE, ACTS, PERFORMANCE
EXPLORATIVE PAPER
KRISTINE SAMSON,
ASSISTANT PROFESSOR
PERFORMANCE DESIGN AND VISUAL CULTURE
COMMUNICATION- BUSINESS AND
INFORMATIONS TECHNOLOGIES
ROSKILDE UNIVERSITIY, DENMARK
KSAMSON@RUC.DK
ABSTRACT
The paper seeks to define urban design in relation to the
specific challenges of emerging cities.
The emergent city is a three month field research project
conducted in the winter 2012-13 in Sao Paulo, Rio and
Santiago. Through a case study of Mudo Coletivos
temporary structure, Bolha Imobiliaria, and the making
of it, I wish to outline a design approach for urban
design in cities lacking public spaces.
Urban design is understood in a broad sense, not as
architectural design but also as spatial design and
artistic interventions in public space.
Through the paper I will address how the designer can
co-create and reassemble existing urban spaces through
his/ her situated acts. The approach suggests a situated
design methodology but is based on a theoretical
understanding. It is my belief that the designer, by
looking into the emergent properties of urban spaces,
instead of its physical and cartographical outlines, can
see her work as a processual intervention in the city
rather than durable object design.
consider design as something durable; rather I consider
design as co-producing act working with existing
resources and qualities in the city. Recent urban studies
have emphasized urban assemblages (Farias 2011,
Farias & Bender 2010). Supporting the notion of
assemblage, I specifically draw on Deleuze and
Guattari’s notion of assemblage put forth in A Thousand
Plateaus (1987).
“I will call an assemblage every constellation of
singularities, traits deducted from the flow - selected,
organized, stratified - in such a way as to converge
(consistency) artificially and naturally; an assemblage in
this sense, is a veritable invention”...
By that they state how each assemblage must be
understood as a singularity, with its own singular
attributes, qualities, challenges. The assemblage is
useful in analyzing and determining specific situations
in urban space.
First, to understanding design as a component in the
emergent city, we have to understand existing urban
assemblages and their constitutional parts.
Deleuze and Guattari write:
THE STRUCTURE OF THE PAPER
The paper proceeds through a theoretical outline of 3
core notions: Assemblage, Acts, Performance. After
introducing the notion, I illustrate how they are enacted
through a design processes that took place in Sao Paulo
in 2012.
LITERATURE AND THEORY
Through the three notions I seek to develop a theoretical
framework for the understanding and making of urban
design. I work with the assumption that urban designers
can profit from a philosophical and ontological
understanding of urban space as emergent. Here I do not
“An assemblage is necessary for the relation between
two strata to come about.” (Deleuze & Guattari
1987:70). Thus assemblages exist of (re)established
relations combining heterogeneous – or not yet
assembled – components of space. Through the case
study I seek to exemplify how the designers recollect
and reassemble urban space.
Second, every urban design is an act. Act can establish
new relations in the existing urban assemblages as it
cuts through urban assemblage in specific, even original
ways. In my case study, I will illustrate how design
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become an act, intervening in the existing socio-material
assemblages in the city.
Third, designing as an act thus have the potential to
perform new relation relations in the socio-material
assemblages. Thus the acts of the designer can be
understood in terms of how she by her acts establishes
new assemblages by reassembling existing materiality,
meanings and qualities. Performance is here understood
as the political side of the design act. It implies whether
design leads to transformation, whether it enables
change the life in the city, whether it reorganizes urban
matter in a better way or more human way.
METHODS
As the case study seek to exemplify how the designers
recollect and reassemble urban space by means of
situated acts in the city and its socio-material
assemblages, my own act as a researcher must similarily
be situated. My own methods are situated, meaning that
ethnographic participant observation has been combined
with informal interviews and visual methodologies
where I seek to capture emergent situations. . I argue,
that a situated in urban space as a researcher is
necessary to understand the emergent qualities that
takes place in urban space. The place for the structure
was not decided before hand. Neither did I as a
researcher made decisions on whether to use the case
for my research. In both cases, a situated methodology
shows that meaning, use and sense often emerge out of
the situation: meaning and sense cannot be planned in
advance as rationalistic decisions. Rather, urban space is
situational and emergent as so many components come
together. Thus, to work methodological and empirical
with emergent spaces in the city, you must allow
yourself to take chance and go into situations when they
occur.
CASE STUDY – BOLHA IMOBILIARIA
MUDA_Coletivo and Misterio Basuramas Bolha
Imobiliaria was set up at the highway Minhocao in Sao
Paulo the 16th of December.
It was produced and recollected by found material under
another highway in collaboration with the waste
collectives, Coletivo Glicério.
The design consists of an inflammable structure that
was set up at Minhocao, Sunday the 16th of December
2012 but also the process of making it. From the
conception of the idea, the Bolha Imobiliaria was meant
to be a collective design intervention. Muda_Coletivo is
a young Sao Paulo-based collective. Due to cultural
politics in Brazil, most young artists and designers work
in loosely organized networks as each project is
dependent on network organization and collaboration
with the right stakeholders. Thus the identity and people
behind Muda Coletivo change according to each project.
In this case, Muda Coletivo was part of the urban
movement, Preliminares. Their spatial design consisted
of an intervention on the highway Minhocao – a
highway cutting through Sao Paulo City Centre. For the
young architect and activist, Marcella Arruda, who
initiated the process, it was important to question urban
gentrification processes and to pose a protest against the
market driven exploitation of the city – in other words
to claim urban space back by means of a spatial
intervention. Thus the intervention was both to be a kind
of protest campaign against market driven urban
development, and a temporary design illustrating the
possibility of other kinds of human-scale spaces in the
city. With this background, the idea of the Bolha
Imobiliaria was conceived: an inflammable structure
made out of reused plastic bags. As most architects in
Sao Paulo are developing architecture and design on
market driven premises, it was obvious for Muda to
break with existing architectural practices. Thus the
design had to be developed out of people’s own desire
and engagement, and with the existing urban condition
as a point of departure. With no funding, the
intervention was restrained. These constraints initiated
the collaboration with Misterio Basurma – a design
office working with reuse of urban waste. Though
Basurama had the expertise of working with reused
material, they did not have access to recycled material.
So a third collaborator was introduced: Basurama knew
of the recycle collective Coletivo Glicério, in the
neighborhood Liberdade. Under a vast network of
interconnected highways, a former homeless, Joao
Batista had started to collect and re-use urban waste.
Due to his organizational talents, JB had succeeded to
establish a recycling station where people in the
Liberdade neighborhood could exchange objects and
materials. To get access to the materials for the design,
Muda and Basurama got involved with Coletivo
Glicério and its founder, JB. Despite having no
professional training as designer, JB had a specialized
knowledge of the different sorts of plastic and their
potentials for reuse. Thus Muda and Basurama decided
to construct the structure in Joao Batista’s recycling
station under the highway. During the week of
construction, people from the Preliminares movement
were invited to participate in the design process.
However, only a few dared to go as the place was
difficult to access and was considered unsafe territory
among the middle class, young creatives associated with
Preliminares. This meant that Muda and Basurama had
to rely on the workforce connected to Coletivo Glicério:
homeless and poor people in the Liberdade
neighborhood who depended on the gift economy and
the exchange of goods in JB’s collective. Thus, by
collaborating with the people in the Coletivo Glicério, it
became obvious for Muda that they were not only
designing temporary architecture – they were also
designing a political commentary on gentrification and
the use of public space. The every day practice of
exchanging labor and found materials was a way for the
people in the Liberdade neighborhood to survive.
Participation in these informal processes for Muda and
Basurama became a political act where the design
process was both design of a design object but more
interesting: a way of doing design directed otherwise.
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By the way they assembled the design from the city they
drew attention to how the homeless and the poor are
generally neglected when market driven interests govern
urban planning and design. Likewise they pointed to
how urban waste accumulates in megacities due to
consumption of the rich.
Thus in several perspectives, Muda’s construction of
Bolha Imobiliaria was a design act (re)assembling in the
city. It assembled exsiting socio-material space 1) in the
way it was constructed through a collective process
integrating local people, 2) in the way it took place as a
site specific intervention in a neglected space assembled
material and urban waste, and 3) in the sense that the
process questioned discursive issues of urban
development, meaning that the design process became
entangled with the complex social and political issues at
stake in Sao Paulo and its lack of planning.
In that regard, the process reassembles the city socially,
mentally, methodologically and aesthetically). For
instance, the locals enabled the designers to see
aesthetical and functional value in otherwise neglected
material. In that sense the production of the temporary
structure established temporary spaces of collaboration
in a city normally governed by economical growth and
capital interests. Thus, the process indicates that spatial
designs are not strictly about the design of a design
object, rather spatial design can be understood as acts
establishing relations between people in the process of
making it.
1. urban assemblages in downtown Sao Paulo: The socio-material
assemblage of downtown Sao Paulo consists of a mixture high-rise
buildings from the modernist area in the sixties and old abandoned
and decaying houses. Furthermore, downtown is the home for many
drug addicts living in the streets and gathering in the area
Crackolandia near the old railway station. While the middleclass has
moved outside of the city centre and now hides in high-rise
condominiums with surveillance cameras, the drug addicts and
homeless hang out in the streets. Sao Paulo’s urban space are thus
highly segregated. Thus, compared to many other cities, there is no
sense of public space in Sao Paulo.
For instance, the few middle class people who came to
Coletivo Glicérios space under the highway were
inevitably confronted with another urban reality than
their own.
Design here become an act engaging people and
materialities in and through the urban spaces it design
for: by choosing the recycling station Coletivo Glicerio
underneath a highway in Sao Paulo’s slum, the
designers chose to reuse resources from existing urban
spaces. By reusing urban waste for the structure, they
transformed the existing urban assemblage in a specific
and original way. And they involved different social
groups and people along the way. That makes it into an
example of co-creation emerging out of specific urban
situations: even though the making of the Bolha
Imobiliária was initially a collaboration between
Misterio Basurama and Muda_Coletivo, out of necessity
it became an assembled act not merely involving
Coletivo Glicério and the people in Liberdade but also
the found materials at hand.
2. Assemblage: Existing urban assemblage on Minhocao. Built by the
military regime in the 60’ies as an elevated highway, it cuts right
though the center of Sao Paulo. On Sundays however, the place is
closed for car traffic. It transforms the road into an amazing public
space with strong urban qualities.
Thus the design practice of Muda_Coletivo can be
understood as a design act assembling resources from
the complex socio-material layout of the city.
3. Assemblage Construction of the Bolha Imobiliaria took place by
reassembling the existing materiality of the city. The city fabric and
the waste form the urban consumers is reused in the temporary
structure. In that sense, the design reshape urban materiality. The
processes constructed a social temporary space of non-commercial
collaboration in a city governed by economical growth and interests.
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4. Assemblage and act: Design process as an act of reassembling the
city: By choosing the reuse station and boxing academy Coletivo
Glicerio under another highway in Sao Paulos slum, the designers
choose to act with, within and by use of existing urban assemblages.
5. Design as social and cultural act. By collectively assembling
social and cultural resources, the making of the Bolha Imobiliaria was
a collective act involving Joao Batista and Coletivo Glicerio and the
homeless people of Liberdade neighbourhood.
7. Design acts in public with the help from the public: Bolha
Imobiliaria rises on Minhocao: It proposes alternative spaces for
alternative uses and aesthetical sensations in a city of brutal
functionality and growth.
8. Performance Initially, the temporary space is empty of people. As
the designer, Marcella Arruda points out (interview), since there is no
tradition for public space and coming together in public in Sao Paulo,
nobody dares to enter the structure. In that sense, the Bolha performs
as an aesthetic and alternative space breaking with the socio-cultural
habits in the city.
6. The temporary design acts in existing urban assemblages. Bolha
Imobiliaria rises at Minhocao as an alternative and temporary bubble
commenting on gentrification processes in downtown Sao Paulo.
9. Aesthetic performance: The temporary space transforms
Minhocao into a temporary space of enjoyment and bodily sensation
of the city.
Even though the design did not change the physical space of Sao
Paulo, it mentally changed the social practices and the conception of
Sao Paulo for the visiting guests. In that sense, Bolha Imobilaria has
impact as
communication of other values in the city. It shows that it
is possible to use public space differently at the same time breaking
with the image of down town Sao Paulo as a dangerous and
inhabitable space (see illustration 1).
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DISCUSSION AND CONCLUSIONS
In a city as Sao Paulo where public space is rare, we can
ask what spatialities emerge out of a temporary design
like the Bolha Imobiliaria. Even though the design was
only temporary and was taken down Sunday night
before the highway Minhocao opened for traffic next
morning, I find the initiative interesting in terms of how
it changes the sense of public space. Whereas the
intervention does not change the physical layout of the
city, it surely changes the mental. Just the fact that it
happened and it happened in a place like Minhocao, a
brutal piece of infrastructure, illustrate the impact of
temporary design. But it also illustrate that urban design
is dependent of the urban environment and
surroundings. Being set up at, let us say, Sønder
Boulevard in Copenhagen, this design may not have the
same performance.
To sum of we have to reconsider what impact temporary
designs as acts have for a city. In the mentioned case,
temporary designs perform specific socio-spatial
politics in relation to the city of Sao Paulo and its
existing urban spaces, its lack of planning and its brutal
economical development. As mentioned above, I use the
term performance broadly understood to describe the
political side of aesthetics, but also the unforeseen and
emergent qualities emerging out of design acts and
urban interventions.
unstable in the meanings it generates and in the
activities it engages”.
Thus, regarded as a performance act, Bolha Imobiliaria
creates an emergent and unstable public space in the
city of Sao Paulo. Unstable in the sense, that people are
unsecure of the meaning and use of the structure. In a
city where public space are minimized or non-existent,
where most people go by car and only the homeless use
the public spaces, the designed bobble create an
emergent space yet without fixed qualities. The
performance of the structure must therefor be seen in
relation to the existing urban assemblage: as a design
act participating in the mental change of the city.
References
Deleuze & Guattari (1987): A Thousand Plateaus. Capitalism and
Schizofrenia. Trans. Brian Massumi, University of Minnesota Press.
Farías, Ignacio & Bender, Thomas, 2010: Urban Assemblages. How
Actor Network Changes Urban Studies. Questioning Cities Series.
London and New York: Routledge.
McAuley, Gay: 2010 Space in Performance: Making Meaning in the
Theatre (Theater: Theory/Text/Performance)
As put by McAuley in Space in Performance “Being an
event rather than an object, performance is radically
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Work shops
THE FAT FACTORY: CHEWING THE
FAT
MIKE THOMPSON
DANIELLE ARETS
INDEPENDENT DESIGNER
ASSOCIATE READER STRATEGIC CREATIVITY,
INDEPENDENT DESIGN RESEARCHER
MIKE@THEFATFACTORY.NL
DANIELLE@THEFATFACTORY.NL
ABSTRACT
In 2005, the global adult biomass hit around 287
million metric tons, 15 million metric tonnes of
which being caused by an overweight global
population (a body mass of 25 or greater). As the
worlds population continues to soar (the UN
estimates the world population will reach 9.1
billion by 2050) there will be considerably more
mouths to feed, and energy needed to sustain this
rate of development. Paradoxically then, fat is both
a waste of resources and a valuable resource in its
own right.
The Fat Factory is a Critical Design Research
(London), clears some 55,000 hardened fat blockages
from sewers annually to a tune of £12 million. A
signature of poor health and nutrition.
Nordes 13 marks the official Kick-Off of The Fat
Factory, starting with a preliminary exploration into an
alternative approach to fat. In the workshop "Chewing
The Fat", we invite participants to get hands-on with
this most decisive of materials. Starting with the group
preparation and eating of a high-fat lunch, inspired by
the Inuit diet (a high protein, high-fat diet proven to
increase cardiovascular health), participants will use this
same material (and waste) to experiment in the
production of Bacon Soap and Blubber (Fat) Lamps.
Following these hands-on experiences with fat,
participants will be invited [in groups] to explore the
potential risks, challenges and opportunities in reaction
to the theme "Fat As The New Oil", developing their
own speculative scenarios and critical design concepts
in response to the key topics and facts (including
obesity, waste management, energy production, the
meat industry, and the constitution of fat in extreme
conditions), discussed throughout the day.
project investigating the full, untapped potential of
fat. Developing a critical approach to this topic, we
investigate whether a research based, analytical
design process can lead to truly innovative design
solutions. What if we stop thinking of fat as
abhorrent or waste? What if we learn to love fat?
WORKSHOP INTRODUCTION
FAT. A natural, oily substance occurring in our bodies
underneath the skin or around our organs. A form of
stored energy (37.8 kilojoules / 9 calories per gram). A
vital molecule, serving both structural and metabolic
functions and food stuff for both humans and livestock.
A vital component in the manufacture of lubricants,
biodiesel, paints, soaps, cosmetics and even munitions.
A scourge of the sewage system - Thames Water
AIMS
We believe it is critical that designers contemplate how
to become involved with new scientific, technological
and societal developments. Using design as cultural
probes, designing prototypes, making comprehensible
visualisations, and presenting imaginable scenarios,
designers act as the perfect bridge for popularisation,
but they can also design tools drawing the public into
the process, involving them in defining potential
outcomes. We believe this is essential, especially for
highly complicated topics where experts define the brief
for later exploration with the public.
With the workshop "Chewing The Fat" we aim to gain a
better understanding of the ‘culture’ and ‘nature’ of fat
and potentially reframe its current notion as a waste
product. By conducting hands-on experiences with fat
we hope, together with the participants, to develop
innovative ways to approach, discuss and create with
fat, generating valuable scenarios and ideas for products
that provide us with tools for a sustainable future.
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WORKSHOP PROGRAMME
ABOUT THE INITIATORS
Mike Thompson and Danielle Arets share an interest in
Critical Design and its potential to create innovative
design solutions for existing industrial and academic
problems. Thompson and Arets explore various
activities and design projects that aim to stimulate a new
way of thinking and designing, bringing in various
forms of expertise, tools and methodologies.
Figure 1: Influenced by the Inuit Diet, fatty meats such as Bacon &
Whale Blubber will act as inspiration for the workshop.
Time
Activity
08:00 - 08:15
Meet & Greet.
08:15 - 09:00
Introduction to The Fat Factory &
Keynote Presentation.
Experiment 1: Blubber Lamp.
09:00 - 11:00
11:00 - 12:00
Participants join in with the preparation
of a "Fatty Lunch" (a high fat meal with
factual tutorial).
12:00 - 13:00
Fatty Lunch & Discussion.
13:00 - 15:00
Experiment 2: Bacon Soap.
15:00 - 16:00
16:00 - 16:45
Fat As The New Oil - Speculative
scenario and concept development.
Groups present their final concepts /
scenarios & discussion on the
implications of these concepts.
16:45 - 17:00
Wrap Up.
Table 1: Fat Factory Workshop Programme. Please note the exact
timings are still subject to change.
Please be aware there will be no vegetarian option, so if
you don't like meat this workshop might not be for you!
HOW TO PARTICIPATE
As there is space for a maximum of 16 participants in
the workshop, applicants are asked to provide a short
Biography (140 words max) and Letter of Motivation
(4-6 sentences max). If you would like to participate
please email your Bio and Letter of Motivation along
with your contact details before 24th May 2013 to
signup@thefatfactory.nl. Successful applicants will be
notified by the 31st May 2013.
CONTACT INFO
For further information please contact:
INFO@THEFATFACTORY.NL
WWW.THEFATFACTORY.NL
Thompson and Arets first met when participating
respectively as Research Associate & Associate Reader
in the Creative Industry Scientific Programme (CRISP),
an ambitious research project funded by the Dutch
government, 60 industrial partners and 6 Universities
including Design Academy Eindhoven, that explores
new methods for collaborative research and finding new
ways of doing research through design.
Figure 2: Thompson's Blood Lamp asks, "What if power came at a
cost to the individual?"
With Blood Lamp, a lamp powered by blood as an
energy source, Mike Thompson (www.miket.co.uk)
gained international reputation as a critical designer.
The lamp was discussed on many international
platforms and exhibitions triggering questions about a
more sustainable future and the need to make consumers
greater aware of their own energy consumption.
Last year Thompson, together with Cámara Leret, was
awarded the Designers and Artists 4 Genomics Awards
for Aqua Vita, a project stressing that Urine, commonly
approached as a waste product, is in fact a valuable
source of biological information. The project brings
together experts in medical science, biology and
informatics with designers, to investigate the supposed
paradigm shift in health care, towards the lifelong
monitoring of health and personalised medicine.
Danielle Arets works on the cross section of design,
science and industry by publishing books and articles,
and organising debates and workshops to create a better
understanding in multidisciplinary environments.
Together with the Dutch Ministry of Agriculture and
Innovation she worked for 2 years on an ambitious
design project Pig Your Own stressing the fact that
consumers are not consciously involved in their massive
meat consumption and hardly aware of the associated
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costs (both to nature and the economy). With a critical
design approach the project stimulated much public
discussion and innovative design solutions such as a
digital meat- stock market.
Last year, Arets worked with leading experts at the
University of Utrecht on a design research project
focusing on climate change, bringing in the expertise of
climatologists, designers and industrial companies in
order to generate a better public understanding of urgent
environmental issues. Arets also frequently organises
international debate programmes and exhibitions for
Design Academy Eindhoven and Utrecht Manifest
(social biennale on design) aiming to make designers
aware of research potential.
PARTNERS
Participating in the project are several Academic and
Industrial partners of outstanding reputation including,
Utrecht University (UU), Utrecht School of the Arts
(HKU), Hogeschool Utrecht (HU), Science Park
Utrecht, Danone, Eindhoven University of Technology
(TUE), Design Academy Eindhoven (DAE) and House
of Commons (HOC). Together, this interdisciplinary
team of scientists (life sciences and public health),
designers (with an international scope, including Arne
Hendriks) and R&D groups of industrial partners,
explore the full, untapped potential of fat.
REFERENCES / INFORMATION SOURCES
Anab, J. (2011). Design Futurescaping. V2 Presents
Blowup Reader: The Era of Objects. 3 (1), p6-14.
Beaver, J. & Kerridge, T. (2009). Material Beliefs:
Interaction Research Studio. London: Goldsmiths,
University of London.
Carlson, R.H. (2011). Biology Is Technology.
Cambridge, Massachusetts: Harvard University
Press.
Dunne, A. (2005). Hertzian Tales: Electronic Products,
Aesthetic Experience, and Critical Design. 2nd ed.
Cambridge, Massachusetts: MIT Press.
Gadsby, P. (2004). The Inuit Paradox. Available:
http://discovermagazine.com/2004/oct/inuitparadox#.
UWZ4Khk7-ag. Last accessed 11th April 2013.
Huber, P.W. & Mills, M.P. (2006). The Bottomless
Well: The Twilight Of Fuel, The Virtue Of Waste,
And Why We Will Never Run Out Of Energy. 2nd
ed. New York: Basic Books.
Kulick, D & Meneley. A. (2005). Fat: The
Anthropology Of An Obsession. New York: Jeremy
P. Tarcher / Penguin.
Mackay, D.J.C. (2008). Sustainable Energy – Without
The Hot Air. Cambridge, UK: UIT Cambridge.
Owano, N. (2013). Thames Water, 2OC will deliver
power from London's fatbergs. Available:
http://phys.org/news/2013-04-thames-2ocpowerlondon-fatbergs.html. Last accessed 11th April
2013.
Schwartz, P. (1996). The Art of the Long View:
Planning for the Future in an Uncertain World.
2nd ed. New York: Currency Double Day.
Figure 3: Mapping potential research directions.
Verganti, R. (2009). Design-Driven Innovation. Boston,
Massachusetts: Harvard Business Press.
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EXPERIMENTING WITH DESIGN:
PLAYING WITH DATA DERIVED FROM
UNUSUAL LOCATIONS
LAURENE VAUGHAN
ANDREW MORRISON
AISLING KELLIHER
RMIT UNIVERSITY
OSLO SCHOOL OF
ARCHITECTURE & DESIGN
CARNEGIE MELLON
UNIVERSITY
ANDREW.MORRISON@AHO.NO
AISLINGK@ANDREW.CMU.EDU
LAURENE.VAUGHAN@RMIT.E
DU.AU
ABSTRACT
The field of design research is in a rapid stage of
its evolution. As it does so, the methods for
undertaking research, and the contexts that these
occur in are also evolving. Situated in the space
between critical design and design fiction,
participants in this workshop will explore new
ways for experimenting within design research.
The facilitators of the workshop come from three
different aspects of design research, three
markedly different locations and yet intersect in
their interest in exploring and manifesting, new
iterations of design research in practice. In this
workshop, participants will explore methods for
undertaking design experiments, methods as
experiments, or experimenting with methods.
INTRODUCTION
This workshop is situated in the productive space
between critical design and design fiction. This is the
experimental space of design research, interrogation,
observation and application. It allows for the generation
and critique of design outside of the traditions of
consumer goods or aesthetic additions. This is design
that exists in the new, challenging, and often
collaborative spaces, such as placemaking, circus
archives, or creative public events. What can be taken
up, tried out and revised in such spaces for designing is
the possibility of design for experience - experiences of
play, performance, forecasting, safety, history and
storytelling. What transpires in such experimentation is
design research that produces data in many forms that is
used and manipulated, interpreted or applied in
previously unknown digital or analogue ways. Through
experimental and experimentation-centred modes of
inquiry that mix design techniques and research tools
we explore an approach to design inquiry that produces
and engages with this multimodal data. This is a space
of design research that is necessarily hybrid and can
also be described as the relational space of practice and
inquiry. This is arguably a crucial way to experiment
with experimentation in design and in related research
that is part of facing challenges and potentials now
possible via digital tools and technologies that may be
derived from various locations
Underpinning this workshop is the understanding that
digital technologies have changed and continue to
change every aspect of modern life. This extends to how
and where we work, live or play. How we connect, love
or disengage from others. It entails how we tell our
stories, perform our tasks – and, significantly, how we
envisage the new tasks we haven’t even encountered
yet. Such new dimensions of being, call for new
paradigms of disciplinary collaboration and provide the
ideal platform for design to position itself as method,
form, methodology and technology. This includes
interdisciplinary formations of Design + Science,
Design + Humanities, Design + Socio-cultural
production. These may lead to many new intersections,
and these intersections bring with them past practices
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and conventions and they pave the way for new kinds of
data. Whether it be ‘big data’ or ‘micro data’, this new
data - in scale and form - opens up many exciting and
challenging possibilities for design research.
FOCUS OF WORKSHOP
In this workshop, participants will explore methods for
undertaking design experiments, methods as
experiments, or experimenting with methods and then
representing the data from those methods back to the
world This may include hacking known technologies,
adapting the unexpected, or exploring practices from
other domains to see what can produced, considered and
used. As we do this, we will move through 4 aspects
that need to be considered as we experiment with new
methods for knowing in design. These are:
•
new locations for designing
•
new methods and new data
•
new roles for designers and design researchers
•
new outcomes and modes of representation and
narration.
PARTICIPANTS
This workshop brings together design researchers from
3 locales – Australia, USA and Norway – who through
the happenstance of academic work have connected in
their shared interest in new methods and contexts for
design research. Between them they have had extensive
experience in exploring new and interdisciplinary
design research methods in a range of applied and
hypothetical contexts. The frameworks for this design
exploration are: Place, Event & Archive – all considered
within the context of ‘living’.
The facilitators of the workshop are: Laurene Vaughan
who has extensive experience in interdisciplinary design
research. She a Chief Investigator on the Circus Oz
Living Archive Project (http://archive.circusoz.com) ,
and Research Leader in the RMIT Design Research
Institute. Aisling Kelliher works across the fields of
HCI, interaction design and multimedia in creating and
studying experiential media systems. She is an
Associate Professor in the School of Design at Carnegie
Mellon University and led the development of the
documentation framework at the Emerge 2012 futures
file://localhost/symposium http/::emergemedia.asu.edu.
Andrew Morrison leads the YOUrban project into social
media, performativity and the city (www.yourban.no).
He works across art, design and communication and is
the Director of the Centre for Design Research at AHO
(www.designresearch.no). In addition his colleage Kjetil
Nordby leads the Ulstein Bridge Concept project
(www.designresearch.no/projects/ulstein-bridgeconcept/about) that gathers and generates complex
design data in the redesign of a large ship bridge. The
workshop call invites access to project websites and
related works and publications; images from each of the
conveners’ projects from which the experimental
methods are drawn are included in this call.
The workshop facilitators will be joined in this event by
colleagues from their respective project teams. These
colleagues will co-present methods that have been
explored in the course of their research. These methods
are to be catalysts for workshop activities. So too is
collaborative experimentation to be taken up as a
resource for further discussing innovative methods and
modes of conducting design based research.
Participants in the workshop are required to submit a
statement about their interest in the topic –
experimentation, data, collation and representation and
design research. The workshop will be capped at 12
participants in addition to the representatives from the 3
projects.
APPROACH
The workshop convenors will select 12 participants
prior to the workshop based on the submitted statements
of interest. The sessions will comprise a combination of
the facilitators own project based inquiry and the design
experimentation interests of the workshop participants.
Our plan is for the all day workshop to be an immersive
experience of design experiments in practice. Although
there is a planned series of events, the full details of
how this will manifest will be done in discussion with
the participants.
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PARTICIPATING IN THIS WORKSHOP
Whether you are technologically competent or a novice
to new methods of undertaking research, we welcome
applications from participants who have a passion for
exploring what these new methods, data and contexts
can and do mean for design research. This is a day of
participatory exploration. To help us design the day
within the framework of participant interest and
expertise we are requesting that people submit a 1-2
page statement of interest. This should include:
The following is a sketch of the day:
In the beginning - Initial presentations by researchers
from the three projects facilitating the workshop on their
respective projects or methods and how we will use
these as the basis for the day’s investigations into
creating a place and event based living archive,
grounded in the locale of Malmo, and drawing on
various analogue, digital and open source technologies.
This will be followed by – the workshop participants
presenting their projects, data or areas of interest in a
Pecha Kucha style presentation.
This will then lead to - participants making, hacking,
exploring or designing data or methods based on
presentations and associated tools.
Finally – the workshop participants will then discuss,
critique and consider what this means for design
research, the implications, challenges, etc. for design
research. This discussion will focus on the following
questions.
•
What is the data that such methods manifest,
and how do we engage, measure, evaluate or
apply it to the contexts that we are designing
within?
•
How can we collect, collate, narrate and represent such data using innovative and
exploratory methods?
•
How do such new methods for undertaking
design research inform or have the capacity to
transform design research and its outcomes?
OUTCOMES
It is anticipated that an exhibition, a special edition of a
journal or the like on experimenting with narratives and
representation of data in design research will be an
additional outcome from the workshop. We invite
participants to think about this as part of the wider view
of looking together into experimentation in design
research.
•
Statement of interest in the topic
•
Experience or expertise in this domain
•
3 sentence biographic statement
•
Link to any projects that you would like us to
know about
This should be emailed to laurene.vaughan@rmit.edu.au
Following the selection process, successful applicants
will have the opportunity to do a pechakucha style short
presentation on their work and interests at the beginning
of the workshop. (Max 10 images in 5 minutes).
ACKNOWLEDGEMENTS & REFERENCES
The facilitators would like to thank the following
supporters and co-investigators of the research projects
that underpin this workshop.
The Circus Oz research team would like to acknowledge
the entire research team and project supporters for
making this project possible. In addition to the authors
these include: Kim Baston, David Carlin, Mike Finch,
Lukman Iwan, Linda Mickleborough, Adrian Miles,
Laetitia Shand, Reuben Staton Peta Tait, James Thom &
Jeremy Yuille. The Circus Oz Living Archive project is
a partnership between RMIT University, Circus Oz, the
Australia Council, La Trobe University and The Arts
Centre, funded by the Australian Research Council
Linkage programme.
The Emerge Documentation team acknowledges the
tremendous support of the faculty, students and staff at
Arizona State University, and in particular the School of
Arts, Media and Engineering and Dr. Daragh Byrne of
the Reflective Living Group. Emerge was conceived
and developed by Joel Garreau, Thanassis Rikakis and
Cynthia Selin, with Bruce Sterling. The Emerge exhibit
was co-curated by Aisling Kelliher, Daragh Byrne,
Cynthia Selin and Sarah Davies.
The Yourban project is funded by the VERDIKT
programme, Research Council of Norway. The
Streetscape and MAPPA apps are realised by a the
R&D team of Idunn Sem, Ole Smørdal, Martin Havnør,
Håkan Bryni, Jonny Aspen, Peter Hemmersam, Nicole
Martin and Andrew Morrison.
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NORDES 2013 WORKSHOP:
EXPERIMENTAL SKETCHING
JUDITH MARLEN DOBLER
VISUAL COMMUNICATION & THINKING,
HGK FHNW BASEL/SWITZERLAND
INFO@JUDITHDOBLER.DE
ABSTRACT
What impact does the act of sketching have on
thought processes? How may knowledge
through sketching be reflected and lead to new
parties to explore drawing across disciplines and
aesthetically contribute to an professional and
contemporary drawing research.
In the NORDES workshop the model of the research
studio kiii will be adopted to the conference situation
and discussed by means of theories and experienced
through experimental drawing methods.
epistemic insights? The workshop addresses
these theoretical and methodological questions
on the basis of specific drawing experiments.
During the workshop the experimental use of
WORKSHOP PURPOSE
The purpose of the workshop is to provoke ideas of new
and contemporary expressions through the act of
drawing as epistemic process (see Figure 1).
sketches as a reflective tool in thinking and
design processes is introduced. Experimental
sketching is a participatory investigation about
how knowledge is gained by drawing and how
this process can be methodically, theoretically
and practically reflected.
BACKGROUND
This workshop proposal is based on the author’s
theoretical and practical studies to the genre of hand
drawing in the research studio kiii – knowledge through
iteration, imagination, irritation.
The research approach is practice-based and combines
methods of research laboratories with artistic practices
in studios. These spaces enable the production of
insights and knowledge mainly through techniques of
notation. The project takes into account both the
conscious control of manual dexterity and
hand-eye coordination, as well as unconscious acts of
physical or tacit knowledge. The process of drawing and
the methodical approach are documented as “manual”
and “toolbox”. kiii research studio allows interested
Figure 1: Diagram of experimental sketching as an iterative and
epistemic process
The sketch serves hereby as a direct visual expression of
thinking. By integrating experimental sketching in the
individual design research process, drawing and
visualization can become a method that leads at best to
gaining new insights.
The participants will be provided with an introduction
of sketching techniques and practical applications in
order to visualize, notate, and experiment in the field of
design research. The aim of the workshop is to enable
participants to work with sketching techniques on their
own research projects and themes. Therefore, the
participants should submit a specific research interest.
A short description of a research project serves as a
starting point for further visual investigation (see
participation).
The individual research questions will be approached
through sketching in hands-on sections “research
through design”). All drawing experiments shall be
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adapted and manipulated in order to fit for specific
research purposes. A main focus of the workshop will
be the visualizing and communicating of abstract ideas
through images to other participants.
THEORETICAL INPUT
By means of short theoretical inputs the scope of the
artistic practice of “sketching” is clarified.
Three main fields will be theoretically presented: First,
the theory of visual thinking; Second, the strategies and
techniques of experimental and method sketching; and
third, the ideas of practical reflection.
The theoretical approaches refer to visual thinking
theory (Arnheim 2001) and writings about practical
reflection (Schön 1983). Influences come also by texts
on social collaborations (Sennett 2012; Coles 2012),
design and artistic research (Albers 1967; Cross 2007;
Gansterer 2011; Martin 1993), as well as history of
science (Latour 2006; Rheinberger 2005).
A reader of texts on drawing knowledge will be
distributed to the participants beforehand the
conference. At the conference workshop, the theoretical
approaches can then be experienced experimentally.
METHOD SKETCHING
How could a procedure be designed that provides
insights by drawing? “Method Sketching” was
developed in order to give this question a framework. It
mainly deals with hand drawing as a visual medium of
knowledge. Therefore visual design basics are
combined with process-orientated sketching
methodology. Drawing techniques are the starting point
for “Method Sketching”, which is based on the authors
own artistic experience as much as working with
theoreticians, scientists and professional designer/artists.
By means of sketches the theoretical basics of drawing
are tested, drawing techniques and technological
applications are analyzed and analog or digital practices
are developped. The applied method of sketching uses
the practical experience while drawing. It makes aware
how specific knowledge is gained in an iterative
drawing process.
The following methods will be actively experienced by
the workshop participants through sketching techniques
and experimental settings: Strategies such as
speculation, scenarios and improvisation. Visual
methods such as mind mapping, information
architecture, data visualization, visual brainstorming,
graphic writing and visual storytelling. The
methodology is based on a process-orientated approach
and uses methods of notation in science, art and design,
which are combined and newly contextualized.
Figure 2: Diagrammatic sketch of kiii – knowledge through iteration,
imagination, irritation
WORKSHOP CONTENT
• Lecture on visual thinking and sketching techniques
• Introduction to «method sketching» and experimental
approach of sketching
• Theories and terms of reflective practice with writings
on drawing by artists, scientists, theoreticians and
practitioners
• Application of visual thinking strategies and methods
in individual and collaborative settings
• Sketching techniques and tools for specific research
purposes
• Visual presentations and discussion (with sketches)
PROGRAM (TENTATIVE)
HALF-DAY (4H) IN TWO SECTIONS:
SECTION I (2H)
• Collaborative drawing experiment (0:20 h)
• Introduction lecture (0:20 h)
- sketch-notes
• method sketching for individuals (1 h, each
experiment 0:20 h)
- word vs. image
- strategies for visualizing abstract ideas
- sketching your research project
• collaborative method sketching (0:20 h)
- visual discussion about individual research themes
and common interests/themes
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BREAK (15 MIN)
REQUIREMENTS
SECTION II (2H)
Workshop requirements will be announced to attendees
beforehand the conference.
• experimental sketching in smaller teams, each team
3–5 participants (0:40 h)
• sketching project poster, individual and group (0:20 h)
REFERENCES
• visual presentation of each group and their individuals
(0:30 h)
- visual karaoke
Albers, J. 1969: Search vs. Research – three lectures by
Josef Albers at Trinity College, April
1965, Hartford (Conn.) : Trinity College Press
• visual discussion with all participants (0:30 h)
Arnheim, R., 2001: Anschauliches Denken – zur Einheit
von Bild und Begriff, Köln : Dumont
PARTICIPATION
Participants should have a research topic they want to
visualize, share and discuss with others. The individual
research question (written abstract of 100 words max) is
part of the registration. There is no special drawing
experience required by the participants. Max 15
participants are accepted.
A reader (PDF) will be distributed to the accepted
participants via e-mail beforehand the conference (end
of May 2013).
Please sign up with abstract via e-mail:
info@judithdobler.de
Coles, A. 2012: The transdisciplinary studio, Berlin:
Sternberg Press
Cross, N. 2007: Designerly ways of knowing, Basel:
Birkhäuser
Gansterer, N. 2011: Drawing a hypothesis – figures of
thought, Wien : Springer
Latour, B. 2006: ‘Drawing Things Together’,
ANThology, Bielefeld: Transscript, pp. 259–307
Martin, A. 1993: Writings, Ostfildern : Cantz
Sennett, R. 2012: Together. The rituals, pleasures and
politics of co-operation, London: Allen Lane
Schön, D. 1983: The reflective practitioner – how
professionals think in action, London : Ashgate
Rheinberger, H.J 2005: Iterationen, Berlin: Merve
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ELECTRONIC SKETCHING: USING
IDEMOBITS AS TOOLS FOR
SYNTHESIS IN DESIGN RESEARCH
VANESSA CARPENTER
MIKKEL LETH OLSEN
IDEMOLAB, DELTA
IDEMOLAB, DELTA
VJC@DELTA.DK
MLO@DELTA.DK
ABSTRACT
Throughout the process of design research,
synthesis is an important aspect for bringing
together past and current knowledge to facilitate
new ideas.
In this workshop participants will be challenged to
explicitly explore their ideas using IdemoBits.
IdemoBits are a tangible tool to be used during the
process of design research enabling the designer to
IdemoLab takes it further, elaborating on the idea of
sketching by including electronics, yet maintaining the
essential elements of sketching. One tool IdemoLab
uses to facilitate Sketching is IdemoBits: small sensors
and output devices which require no programming
knowledge, but are customizable by the inquisitive user.
As explained by Thackara, in In the bubble, designing in
a complex world, “We need to develop “an
understanding and sensitivity to the morphology of
systems, their dynamics, their “intelligence” - how they
work and what stimulates them.” (Thackara, 2005)
IdemoBits can help to develop this by exploring how
they work through active enactment of situations and
stimulations.
explore ideas immediately using electronic
materials.
This is a very hands-on, active workshop where
attendees are expected to participate, contribute,
and play; exploring the IdemoBits as tools, and
reflecting on the process of synthesis, in order to
contribute to a model of ideation.
Figure 1: IdemoBits with sensors and outputs
INTRODUCTION
Similar to industrial designers who use sketching and
models to try their ideas, IdemoLab makes use of
physical, functional, interactive Electronic Sketches.
Buxton explains, “sketches dominate the early ideation
stages, whereas prototypes are more concentrated at the
later stages where things are converging within the
design funnel”. (Buxton, 2007). Electronic Sketching
provides the opportunity to test a specific experience or
functionality quickly and independent of a polished
technological solution. Testing ideas gives insight and
inspiration; and using Electronic Sketching, it’s possible
to create a proof of concept in minutes.
Electronic Sketching is sketching using electronics; an
expression of an idea, thrown together quickly, tested,
adapted, and tested again.
Throughout the process of design research, synthesis is
an important aspect to bringing together past and current
knowledge to facilitate new ideas. Kolko explains:
“Because synthesis is frequently relegated to an
informal step in the overall process, it is practiced
implicitly; a single designer forges connections in the
privacy of her own thoughts, and performs only
rudimentary sensemaking.” (Kolko, 2010). IdemoBits
address this implication; making visual the magic
behind synthesis, allowing designers to explore ideas
not only in their heads (“what would it be like if it lit
up? What if we used bluetooth, oh it would be like
that”); and instead of simply imagining possible
scenarios which then are analysed, some discarded and
some selected to be tested more formally; designers can
potentially explore all scenarios. This workshop aims to
explore synthesis as a part of the design research
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process, and find ways to make parts of synthesis more
visible, using IdemoBits as tools for idea exploration.
Kolko concludes by saying that “inferential leaps can
systematically drive innovation” and we postulate that
IdemoBits fuel these inferential leaps by providing
tangible aids - beyond paper and pen - to formulate
ideas. (Kolko, 2010).
During this process - assign a person to be the
‘documenter’ who takes photos, and notes regarding the
happenings of the brainstorm. Rotate person every 15
minutes to make sure everyone is included in the
brainstorm.
30 MINUTES
Break
1 HOUR:
PURPOSE
The purpose of this workshop is to challenge
participants to explicitly explore their ideas using
electronics to quickly achieve a proof of concept, and in
doing so, evaluate the experience from a design research
standpoint. Furthermore, it is hoped that an evaluation
could be done on the matter of synthesis, and how
IdemoBits help to create ‘inferential leaps’; bypassing
the need for imagined technology, and allowing
participants to try out their ideas immediately.
In this workshop, participants will explore their ideas
using IdemoBits, small sensors and outputs which
provide a simple way to bring responsiveness /
intelligence and interactivity to ideas. Thackara
explains, “interactions are difficult to describe to
someone not present” (Thackara, 2005) and it is the
hope that participants in the workshop can use
IdemoBits to clarify potential interactions by removing
the need for excessive explanation.
The organizers of this workshop would like to work
with participants to explore the potential interactions,
activities, processes, and design research methods, with
a specific focus on synthesis, that may arise from the
use of IdemoBits, and work together to create an
ideation model.
Prepare, and present, in groups, the outcome of the
brainstorm.
Focus specifically on the topic of synthesis - how did
the group synthesize? Did they do in group, or
individually? Was there quiet time, or mainly group
discussion?
How did the IdemoBits facilitate the ideation process?
How did the IdemoBits affect the synthesis process?
1 HOUR:
Full group discussion on outcomes (presentations).
What is synthesis in terms of the ideation process?
How is it affected by the use of IdemoBits?
How could IdemoBits be used by design researchers in
their processes?
Develop an ideation model based on the day’s activities.
/END
VENUE REQUIREMENTS
IdemoLab, DELTA is familiar with the venue and
requests the use of:
TENTATIVE PROGRAM
I.
a room large enough for 10 - 15 people;
30 MINUTES
II.
long tables and benches or chairs to work on; and,
The workshop begins with an introduction to Electronic
Sketching and IdemoBits, and an outline of the
workshop, including goals and expected outcomes.
III.
a projector and wall or screen to project on.
IV.
Electricity, power bars and cables
V.
Access to the internet
1 HOUR:
Small groups formed
Brainstorming warm-up exercises
Brainstorm about synthesis (mind map on poster paper)
Group discussion about Synthesis Brainstorm introduction of main thoughts and points.
2 HOURS:
In small groups and pick a topic from a pre-determined
set of design problems.
Brainstorm, and develop a concept for this problem using IdemoBits.
IdemoLab, DELTA will provide IdemoBits, posters,
paper, writing utensils and paper prototyping materials.
ATTENDEE SELECTION
Attendees will be selected on the basis of a short, half
page written document, indicating what they hope to
gain from the workshop, and their experience and
interest with synthesis in the design research process.
A total of 15 attendees can join the workshop, though
the ideal number would be 12.
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Attendees should be design researchers, and familiar
with the concept of synthesis.
REFERENCES
Buxton, B. (2007), ‘Sketching User Experiences:
Getting the Design Right and the Right
Design’, Morgan Kaufmann.
Kolko, J. (2010), ‘Abductive Thinking and
Sensemaking: The Drivers of Design Synthesis’,
MIT’s Design Issues, Volume 26, Number 1,
Winter 2010.
Thackara, J. (2005), ‘In the Bubble, Designing in a
Complex World’, MIT Press.
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WORKSHOP: PLAYFUL DESIGN FOR
ALZHEIMER’S DISEASE
HESTER ANDERIESEN
LAURA EGGERMONT
DELFT UNIVERSITY OF TECHNOLOGY
VU UNIVERSITY AMSTERDAM
FACULTY INDUSTRIAL DESIGN ENGINEERING
DEPT. OF CLINICAL NEUROPSYCHOLOGY
H.ANDERIESEN@TUDELFT.NL
LHP.EGGERMONT@VU.NL
ABSTRACT
This workshop aims to bridge the gap between
game-, and product design and the theoretical
knowledge of the field of neuropsychology. During
the workshop we will design playful experiences to
stimulate older persons with Alzheimer’s disease,
in order to delay disease progression. Knowledge
concerning the progressive course of
neuropathology of the disease can substantially
contribute to the design of suitable games, or
playful products, for this user group. In view of the
increasing population of older persons with
Alzheimer’s disease, the design of relevant games
or playful products by well-informed designers
will benefit this group and is urgently needed.
INTRODUCTION
You may well recognize the enthusiasm of nursing
home residents playing bingo or a game of chess. As
older persons, particularly those with dementia, tend to
remain passive most of the day (Bates-Jensen et al.
2004), playing games is an activating and entertaining
way of spending time (IJsselsteijn 2007).
In elderly care, games are used for rehabilitation or
leisure purposes and contribute to older persons’
physical and cognitive functioning as well as their
emotional well-being. Enthusiastic engagement while
playing is crucial for the potential occurrence of benefits
(Bavelier et al. 2011). However, games that are targeted
at young age groups are rarely suitable for the older
(cognitively impaired) population due to their specific
needs concerning their physical and cognitive deficits.
Our aim is to design games, or playful products, for
older persons with cognitive impairment, i.e. persons
suffering from Alzheimer’s disease (AD). AD is the
most common form of dementia (Kester & Scheltens
2009) and older persons with AD form an increasingly
growing segment of our population. AD is characterized
by a progressive deterioration of the brain; so-called
‘neuropathology’, resulting in specific behaviour and
care needs. Designers have the skills to design engaging
games and beloved products, and neuropsychologists
have the knowledge to understand behaviour of people
suffering from AD. Therefore, we as one product
designer and one clinical neuropsychologist collaborate
to design playful products that meet the specific needs
of persons suffering from AD.
In our studies we bridge the gap between disciplines by
extracting design relevant information from the field of
neuroscience. In this workshop we will introduce this
theoretical framework to designers in order to give them
the tools to design suitable games, or playful products,
for older persons with different severities of
Alzheimer’s disease. Disease progression highly affects
the perception of play and therefore determines which
play experiences are most appropriate along the course
of the disease. More specifically, play experiences that
rely too much on brain structures that are (severely)
affected by the disease could be meaningless and
frustrating (Lucero 2000). On the other hand, play
experiences that are somewhat challenging can be
effective in slowing down the development of the
disease. This phenomenon has been phrased as ‘use it or
lose it’ (Swaab et al. 2003). Lastly, play experiences
that fit the player are considered most enjoyable and
motivating (Fang & Zhao 2010).
We have several aims for this workshop: we aim to
create awareness for the broad variety of the user group;
we aim to provide designers with knowledge from the
field of neuroscience; we aim to collect examples of
possible playful design concepts for different stages of
Alzheimer’s disease; and we are curious whether
designers experience this hands on knowledge and tools
as inspiring.
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NEUROLOGIC BASE FOR PLAY
EXPERIENCES
Neuropathology in Alzheimer’s disease slowly
accumulates (Bastos-Leite et al. 2004). Although the
behavioral symptoms of individual patients with
Alzheimer disease may vary, specific cognitive
problems are present from the start en result from
neuropathology located in certain brain areas (Kester &
Scheltens 2009). Alzheimer neuropathology follows a
predetermined course specifically targeting certain areas
and relative sparing of others (Bastos-Leite et al. 2004).
To stimulate those areas that are not too much affected
in the early stages of the disease warrant specific
knowledge of the disease course. We are currently
working on a paper focusing on which play experiences,
elements formulated by Korhonen (2009), could be best
triggered in which stage of the disease. We focus on
cognitive healthy older adults, older adults with mild
(amnestic) cognitive impairment, and persons with
Alzheimer’s disease in a mild-to-moderate, and a severe
stage.
WORKSHOP CONTENT
FOCUS AND STRUCTURE
The general idea for the workshop is to provide
designers, or design-related professionals, with
knowledge from the field of neuroscience and to do a
mini-design project. Although the focus is on the
theoretical framework of the neurological base of play
experiences, we do take into account the general design
guidelines for elderly (see the workshop outline for the
time distribution). The structure of the design project is
based on the basic design cycle (Roozenburg and Eekels
1995) and we will address the first two steps during this
workshop; the analysis and synthesis phase.
INTRODUCING THE THEORY
The theoretical framework will be explained by an
interactive presentation of both authors representing the
two different fields. Currently we are working on a
paper about the theoretical framework ‘Neurological
base for play experiences’ which will be finished at the
time of the workshop. We will prepare a booklet that is
based on this paper, but the framework will be presented
to the designers by less written text, more illustrative
(info) graphics and rich information of the user group.
SENSITIZING
DESIGN
Besides the theoretical knowledge we will ‘meet’ the
user group in order to be able to design products
empathically. We will work in small groups and work
for different ‘personas’ living in a nursing home. The
personas differ in stage of Alzheimer’s disease, physical
deficits, background, and personality. The personas are
based on real stories that we collected from field studies
in the Netherlands. The groups have time to discuss
their persona and share their own experiences.
The aim is to design either a game or a product for
everyday use that facilitates a playful interaction. The
severity of Alzheimer’s disease is determined by the
persona and the play experiences that suit your persona
best can be inferred by using the theoretical framework.
The design phase is divided into several steps. Firstly
we will diverge by brainstorming to come up with
plenty of ideas. After sharing your ideas with the other
groups you and your group will discuss the ideas and
select the best ones. You will elaborate on these
concepts to make your final design.
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PRESENT AND DISCUSS
Every group will present their final concept design in a
couple of minutes. By presenting and discussing the
concepts the differences in design for patients in other
stages of Alzheimer’s disease will become visible.
3:00
3:40
Step 5: Mini-presentations & discussion (40
minutes)
Last step: evaluate your experience with designing
from this theoretical starting point (a very short
questionnaire: 10 minutes)
3:50
Wrap up
EVALUATE THE DESIGN PROCESS
With a mini-questionnaire we will ask you to evaluate
your experience of the workshop. We are interested in
how you as designers and design-related professionals
experienced the theoretical framework as a design tool.
WORKSHOP OUTCOME
If this theoretical framework turns out to be inspiring
and useful while designing for playful experiences of
persons suffering from AD we will make this
knowledge available to designers worldwide by making
the booklet accessible online. The booklet that is used as
reference work will be improved by your feedback and
enriched with your design concepts as inspirational
examples.
WORKSHOP MATERIALS
WE WILL BRING:
!
!
!
!
!
The booklet with the theoretical framework of
play experiences for Alzheimer’s disease and
general design guidelines for elderly
Personas of future users
Video camera
Posters to brainstorm and present ideas
Pencils, stickers and post-its
PARTICIPATE
To participate in the workshop you can just sign up by
sending an email to the first author. We would like to
ask you to mention your profession to have an idea of
the composition of the group.
REFERENCES
Bates-Jensen, B., Alessi, C., Cadogan, M., LevyStorms, L., Jorge, J., Yoshii, J., et al. 2004, ‘The
Minimum Data Set Bedfast Quality Indicator
Differences Among Nursing Homes’, Nursing
Research, 53, 260-272.
Bastos Leite, A.J., Scheltens, P. and Barkhof, F. 2004,
‘Pathological aging of the brain: an overview’,
Topics in Magnetic Resonance Imaging, 15,
pp.369-389.
Bavelier, D., Green, C.S., Han, D.H., Renshaw, P.F.,
Merzenich, M.M. and Gentile, D.A. 2011, ‘Brains
on video games’, Nature Reviews Neuroscience,
12, pp.763-768.
Fang, X. and Zhao, F. 2010, ‘Personality and enjoyment
of computer game play’, Computers in Industry,
61, pp.342-349.
WE NEED:
!
Wall or flip-overs (to present ideas)
WORKSHOP OUTLINE
This half-day workshop will take approximately four
hours. The outline of the workshop is presented in the
table below.
Table 1: Workshop schedule
Time
Activity
Start
Welcome and presentation on the Alzheimer’s
neuropathology and play experiences (30 minutes)
00:30
Presentation: general design guidelines for aging
(10 minutes)
Introductory assignment (5 minutes)
00:40
00:45
1:00
1:40
2:00
2:30
Step 1: Analysis phase: meeting the user group by
reading the personas in small groups (15 minutes).
Step 2: Synthesis phase: idea generation (40
minutes) and display the ideas on the wall (flipover)
Coffee break and possibility to walk around to be
inspired by other groups (20 minutes)
Step 3: Select your best ideas and choose 1 to 3
favourites from your group (30 minutes)
Step 4: Elaborate on your final concept design (30
minutes)
Kester, M.I. and Scheltens, P. 2009, ‘Dementia: the bare
essentials’, Practical Neurology, 9, pp.241-251.
Korhonen, H., Montola, M. and Arrasvuori, J. 2009,
‘Understanding playful user experience through
digital games’, International Conference on
Designing Pleasurable Products and Interfaces,
DPPI09. 13-16 October 2009, Compiegne
University of Technology, Compiegne, France.
Lucero, M., Kijek, J., Malone, L., Santos, R., and
Hendrix, K., 2000, ‘Products for Alzheimer's
patients with "null" behaviour’, American Journal
of Alzheimer's Disease and Other Dementias, 15:
pp.347-356.
Swaab, D.F., Dubelaar, E.J., Scherder, E.J., van
Someren, E.J. and Verwer, R.W. 2003,
‘Therapeutic strategies for Alzheimer disease:
focus on neuronal reactivation of metabolically
impaired neurons’ Alzheimer Disease & Associated
Disorders, 17, S114-122.
IJsselsteijn, W., Nap, H.H. and de Kort, Y. 2007,
‘Digital Game Design for Elderly Users’, Future
Play '07 Proceedings of the 2007 conference on
Future Play
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CREATIVE COMMUNITIES,
CREATIVE ASSETS: EXPLORING
METHODS OF MAPPING COMMUNITY
ASSETS
CATHERINE GREENE
GIOTA ALEVIZOU
ROYAL COLLEGE OF ART
THE OPEN UNIVERSITY
CATHERINE.GREENE@NETWORK.RCA.AC.UK
GIOTA.ALEVIZOU@OPEN.AC.UK
GAIL RAMSTER
ALAN OUTTEN
ROYAL COLLEGE OF ART
ROYAL COLLEGE OF ART
GAIL.RAMSTER@NETWORK.RCA.AC.UK
ALAN.OUTTEN@NETWORK.RCA.AC.UK
KATERINA ALEXIOU
THE OPEN UNIVERSITY
CRISTINA GORZANELLI
A.K.ALEXIOU@OPEN.AC.UK
UNIVERSITY OF GENOA
CRISTINA.GORZANELLI@GMAIL.COM
THEO ZAMENOPOULOS
THE OPEN UNIVERSITY
T.ZAMENOPOULOS@OPEN.AC.UK
ABSTRACT
demonstrate the ways in which asset mapping has
been used with community groups within an area
Asset mapping, a method for unearthing and
visually representing an individual’s or a
community's assets, has been used in the context of
planning and creative industries.
The goal of this workshop is to bring together
or neighbourhood in the Creative Citizens research
project - a project which explores how different
types of creativity and civic engagement intersect
to add value to communities in the context of a
radically changing media landscape.
stakeholders from diverse backgrounds and
practices to discuss and generate outcomes that
make use of different perspectives of asset
mapping methodologies.
At the core of activities, facilitators will
INTRODUCTION
Asset mapping is a way of unearthing and visually
representing the assets of an individual or community.
As a methodology, asset mapping emerged out of the
principle of Asset-Based Community Development
(ABCD): the premise that communities will be better
equipped to develop if they can identify and mobilise
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the assets they already have. By recognising their assets,
a community can then focus on positive development,
responding to, building and expanding upon existing
capabilities (which often go unrecognized), rather than
focusing on what it lacks or needs (Mathie and
Cunningham 2002, McKnight and Kretzmann 1996).
When discussing ‘community’, ABCD focuses mostly
on geographical communities, including communities of
interest that exist within a locality.
The Creative Citizens research project has developed
asset mapping as a core methodology for use with
community groups in the ‘Communjty-led Design’
strand of research (see http://creativecitizens.co.uk/).
The project explores how different types of creative
citizenship add value to communities, within the context
of a radically changing media landscape that enables
new forms civic engagement, participation and
expression.
In the ‘Community-led Design’ strand, we refer
specifically to projects where local people come
together to redesign spaces and services in their
neighbourhood, such as starting an allotment, providing
services for young people, or opening up old buildings
as a community hub.
By co-creating digital media interventions with the
community groups, Creative Citizens will explore how
this technology can be used to creatively engage more
people in community-led design. As well as being of
benefit to the community group, asset mapping will be
used by the researchers to help articulate the value
generated by these co-created media interventions, as a
way of evaluating impact.
The process for developing the asset-mapping
methodology has involved an extensive literature search
in order to understand existing and emerging forms of
asset mapping, and a series of expert interviews with
community leaders, facilitators and public engagement
practitioners, as well as pilot workshops with
community groups.
The resulting methodology focuses on mapping assets at
the level of both the community project and the
participating individual using a suite of visual tools to
unearth assets such as people’s relationships and skills,
and the project’s connections with spaces, organisations
and infrastructure. Due to the context of the changing
media landscape, the methodology also captures the
assets held by the community in terms of their online
and offline media use.
The Creative Citizens asset mapping methodology also
captures the relative current and potential value of each
asset to the community project, the nature of this value
(such as social, financial, environmental) and its
relationship to other assets. A second level of analysis is
achieved through individual asset mapping with each of
the participant, to identify the true relationships between
participants and the proposed assets, and how this
compares with the group’s perspective of the ‘project’.
PURPOSE OF THE WORKSHOP
The purpose of this workshop is twofold: first, to share
the asset mapping methodology being developed on the
Creative Citizen project and gain advice and peer
review about the instruments being used to record
assets, the methods to analyse and present to
communities and the opportunities and challenges for
sustaining creative engagement and participatory
curation of outputs, through physical, social and online
media and tools. Second, to provide participants with
opportunities to interact with stakeholders from diverse
backgrounds and practices—researchers, practitioners,
designers, programmers, planners and design
ethnographers—and together generate tangible
outcomes that can utilise the diverse perspectives of
asset mapping methodologies.
A draft programme for a half day workshop is presented
below.
The programme will be adapted on the basis of
participants’ numbers and profiles. Alternative asset
mapping methodologies developed by participants are
welcomed, and opportunities to share these will be
including in the first or second activity, depending on
numbers and the nature of the methodology proposed.
HALF DAY PROGRAMME
Introduction to asset mapping and its
purposes in the context of the Creative
Citizens ‘Community-led design’ project
20 mins
Participatory Activity 1: Participants will
divide in groups and work together to
create posters in order to 'make the case
for the role of asset mapping in
community-led design'
60 mins
Presentation of posters to the group
20 mins
Break
20 mins
Activity 2: Role Play: Participants will
divide in groups and assume roles within
different types of community groups to
engage in mapping group assets and
relationships using proposed asset
mapping methodology
60 mins
Discussion: Reflecting on the process and
feedback
30 mins
HOW ATTENDEES WILL BE ACCEPTED FOR
WORKSHOP
Any attendees who wish to participate will be able to
sign-up for this event subject to a maximum capacity of
20. Interested participants are invited to submit an one –
two page profile that describes: their current / past work
and interests related to the workshop's theme; how the
workshop will benefit their work; and what they can
contribute to the workshop. Participants who have
personal experience of developing asset mapping
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methodologies are invited to describe their own
approach, so that room can be made in the timetable for
comparative discussions.
REQUIREMENTS FOR PHYSICAL SETTING
The workshop will require tables and chairs that can
accommodate groups of 4-6 people working together,
and a projector.
MATERIALS
All materials (paper, pens, objects, stickers) will be
provided by the workshop organisers.
REFERENCES
Mathie, A. and Cunningham, G. (2002) ‘From clients to
citizens: Asset-based community development as a
strategy for community-driven development’ The
Coady International Institute, St. Francis Xavier
University,
http://www.coady.stfx.ca/resources/publications/publica
tions_occasional_citizens.html
McKnight, J. and Kretzmann, J. (1996) ‘Mapping
community capacity’ Institute for Policy Research,
Northwestern University
CONTACT DETAILS
To sign up for this workshop, please email Gail Ramster
at gail.ramster@network.rca.ac.uk
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WORSKHOP FOR NORDES 2013:
DESIGNING VALUE AND REFRAMING
CHALLENGES
Andrea Augsten
Frederike Beha
University of Applied Sciences Schwäbisch Gmünd
Berlin University of Arts / University of St. Gallen
andrea.augsten@hfg-gmuend.de
Fbeha@be-id.de
ABSTRACT
Current global challenges need a new way to look
at how we design products, services and solutions.
One the one hand these global trends influence
innovation but on the other hand the user and his
individual needs have to be taken into account.
This leads to the task of reframing requirements
based on empathy, multidisciplinary teams and a
learning culture in order to design sustainable
products that create values for the users.
Participants in this workshop will be guided
through a process of designing a new product or
service. Special focus will be placed on the
INTRODUCTION
Globalization, as it appears today, presents a universal
challenge not only for designers but also for companies
and organizations we collaborate with. We have to cope
with exchangeable products or solutions which are not
really satisfying their users. In addition we have to face
increasing challenges due to globalization and to limited
resources. When working on new product or solution we
often focus on its features to satisfy or even inspire the
customers. But who are these customers and who or
what exactly lies behind those global questions about
sustainable solutions? And what are the real problems
and challenges to overcome? How do you know what is
useful, appropriate or rewarding for others?
In order to find out about these needs and pain points
but also about opportunities, ideas and limits it is crucial
to change the perspective and to redefine the
requirements for the product, processes or solutions.
For this purpose design requires an empathic approach.
Moreover current challenges ask for ideas and solutions
from multidisciplinary teams.
experience of how to create empathy for the user
as well as for different trends, opinions and ideas.
DESCRIPTION OF THE WORKSHOP
This includes the experience of learning from
STRUCTURE
mistakes and lays claim to challenging and
iterating ideas.
This workshop combines elements from Design
Thinking, Change Management, Lean Startup and
Leadership principles.
The workshop is structured into a short introduction part
and a core part where participants will be guided
through an iterative design process. During the entire
workshop participants will work in small teams.
The first part will start with a short warm up to get
introduced how to looking at the challenge and its
solutions from a different perspective. It leads to open
up the perception and the awareness of the participants
to superior aspects.
Starting with the design challenge the first step will be
to learn about the problem and - even more important –
about the person affected by this problem.
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After a short presentation and feedback the groups will
start to ideate on the defined problem. Collective
thinking and ideation will help to come up with new and
even unconventional, crazy or impossible ideas they
would not be able to generate by only sitting down with
a pen and some paper. The groups will decide on their
favorite the ideas and will then present them.
The workshop will end by a presentation of the final
results and a feedback on the individual experiences,
emotions and moods learned during the design process.
PARTICIPATION
The workshop is designed for 20 – 25 participants. No
preparation beforehand is required. Just curiosity and
empathy will be needed.
In order to join the workshop please write a short note to
andrea.augsten@hfg-gmuend.de with a short
introduction about yourself (max. 200 words).
DURATION
3,5 hours
Short time cycles, short presentations and rotation of the
ideas are key elements during the whole process.
REFERENCING
OUTCOME AND LEARNINGS
-
Not the design solution but the experienced
process is the outcome of this workshop.
-
Creating empathy by changing viewpoints
-
Combining global trends with individual needs
-
Establishing a learning culture due to short
timeframes and iteration.
-
Experience of changing the viewpoint from creator
to user.
-
Challenging the results by feedback during the
whole process by iteration and by rotating the
ideas.
Brown, T. 2009, Change by Design: How Design
Thinking Transforms Organizations and Inspires
Innovation. New York: HarperBusiness
Osterwalder, A. and Pigneur,Y. 2010, Business Model
Generation: A Handbook for Visionaries, Game
Changers, and Challengers. Amsterdam: John
Wiley & Sons
Ries, Eric. 2011, The Lean Startup: How Today's
Entrepreneurs Use Continuous Innovation to
Create Radically Successful Businesses. New
York: Crown Publishing
Scharmer, O. 2009, Theory U: Leading from the Future
as It Emerges, San Francisco: Berrett-Koehler
Publishers
Stickdorn, M. and Schneider J. 2012, This is Service
Design Thinking. Amsterdam: Bis Publishers
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WORKSHOP: EXPERIMENTING
WITH DESIGN EXPERIMENTS
ANNA RYLANDER
BO WESTERLUND
UNIVERSITY OF GOTHENBURG
KONSTFACK
ANNA.RYLANDER@GU.SE
BO.WESTERLUND@KONSTFACK.SE
ABSTRACT
This full day workshop intends to explore design
experiments to create a deeper understanding of
the underpinning mindsets, epistemological
assumptions and their implications as well as
possibilities within the context of academic
research. The participants will contribute with their
experiences of conducting design experiments in a
variety of settings and contexts. During the
workshop the participants will give and get
feedback on the experiments presented and
explored, and participate in the discussion and
development of (new) principles for design
experiments in academic research. One aim of the
workshop is to develop a conceptual map that
categorizes the various design experiments based
on their epistemological assumptions and practical
implications for design practice as well as
academic research.
INTRODUCTION (BACKGROUND)
Design research is inherently paradoxical in that it is
both imaginative and empirical (McDaniel Johnson
2003). On the one hand, in design you need to create
proposals that should be regarded as meaningful by
some people in the future. On the other hand in design
research you obviously need to create new knowledge,
which often requires some form of empirical evidence.
This paradox poses particular methodological
challenges for acquiring as well as analyzing data.
Eikeland presents “three ‘ways of accessing data’…: (1)
observation, (2) asking questions, and (3)
experimentation” (2006:194). This data can be turned
into information, which can be transformed into
knowledge by the researcher. Based on Eikeland’s
classification it is obvious that designers and design
researchers developing proposals experiment for a wide
range of purposes, in a variety of contexts, using a wide
range of different approaches. Broadly defined,
experimentation can be seen as the most frequent
method in order to acquire data and knowledge in
design research. Schön (1983) “suggests that to
experiment, in the most generic sense, is to act in order
to see what the action leads to and that the most
fundamental question of experimenting is, What if?”
(Küçüksayraç & Alpay Er 2009: 2809). Schön presents
three approaches to experimentation: hypothesis-testing,
exploratory and move-testing experimentation
(1983:145ff). On an everyday basis though, designers’
activities are seldom called experiments, but rather e.g.
sketching, prototyping, mock-ups, scenarios,
storyboards, simulation, and user testing (Gedenryd
1998:156).
Historically designers have borrowed methods to
conduct experiments from many other disciplines and
used them for our own purposes. Rarely have we
reflected on the approach originally used for the
experiment, and the underlying assumptions it brings
along. Many experiments are based on an epistemology
where objective facts are assumed to exist, and all
problems can have an optimal solution. Design work
has a different outlook that implies another
epistemological stance according to which the proposed
solution(s) and the interpretation(s) of the situation
emerge simultaneously. Assessments are the only way
to score, because with this approach there is no definite
right or wrong, only better and less good proposals
depending on particular perspectives. Such a designerly
approach may be in stark conflict with the
epistemological stance of the original experiment.
Schön claims that “experiment in practice is of a
different order than experiment in the context of
research (1983:145). Designers and design researchers
normally deal with issues that are regarded as complex,
messy, unstable, wicked etc. This is often the case as
there are no clear borders where a situation ends. This is
not always seen as bad and “some complexity is
desirable” (Norman 2011:13), especially when looking
to develop novel solutions. However, while design tends
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to embrace complexity, departing from a humancentered perspective and an open-ended approach,
traditional scientific experiments seek to eliminate
complexity, removing the influence of the researcher
and controlling the research context.
DIMENSIONS OF COMPLEXITY IN DESIGN
EXPERIMENTS
If we are to use experiments derived from design
practice in academic design research, we need to clarify
what we mean by experiment in this context, and how
we can understand it in relation to complexity. What are
the underpinning assumptions for the experiments
employed, and what are the implications for how we
assess the output from these experiments?
For the purpose of this workshop all design activities,
except observation and asking questions, will be called
experimentation. To illustrate, an initial proposal of
dimensions is presented below. We use these to trigger
discussions of the underpinning assumptions of the
experiments as well as their implications for what
methods and knowledge they could legitimately
produce. The workshop will not be limited to these, but
the list will be expanded and developed during the
workshop, since this is one of the central activities.
INVOLVEMENT
The kind of involvement and perspective of the people
participating in, as well as designing, the experiments
are necessary to consider. One scale could be one –
several, but can include different kinds of stakeholders
in the future situations.
Sole experimenter – several stakeholders
Another important aspect is the extent to which the
researcher him/herself is involved in experimenting: the
researcher can take the role of the passive bystander,
designing the experiment, but not taking part in it
herself, or she can be actively involved in facilitating
the participation of other stakeholders. On the extreme
of this end of the scale is the approach more common in
artistic research when the researcher essentially uses her
own experience as data/means of experimenting.
Passive – active role
Designers and design researchers also engage in
experimentation with different mindsets, sometimes
consciously and other times without reflecting on the
approach. One example Liz Sanders often brings up is
the expert vs. participatory mindsets: experts see ‘users’
as subjects (reactive informers), while people with a
participatory mindset see ‘users’ as partners (active cocreators) (2013).
Expert mindset – participatory mindset
CONTROL
The basic premise of an experiment in the natural
sciences is that you can control the situation in a
laboratory and isolate the dependent variable. This is
rarely the case in design experiments.
Design work traditionally takes place in the studio but
seems to more and more be done in the context of
current or future use (Koskinen et al. 2011).
In the lab/studio – in the field
Levels of complexity thus also increase as experiments
are increasingly aimed toward preferred future
situations rather than fixing existing problems
Present - future
Many design experiments involve making, creating and
changing shapes, colors, surfaces, relationships,
interaction, etc. (i.e. design). This can be done by the
designers on their own, or in workshops with many
people involved. While other experiments do not
involve the activity of making or creating.
No making – making
PURPOSE
Design experiments can be conducted to create
knowledge in relation the participants’ experience and
also interaction during the experiments. The knowledge
if interest can be propositional. But perhaps more likely
other aspects of knowledge that can be seen as skills,
familiarity and judgment knowledge, that are more
difficult to inquire into with just observing and asking
questions.
There can be many ways of categorizing intentions. Of
particular relevance for this conference are the different
interests and audiences that design practice and
academic design research have. In the social sciences
there is an ongoing discussion on the relevance-rigor
dilemma, meaning that the researcher often has to
balance the relevance of the study for practice and the
rigor of the method for academic credibility.
Academic research – Commercial practice
Earlier we mentioned Schön’s distinction between
different approaches to experimentation in design.
Christiane Floyd discussed prototyping and presented a
difference between exploratory approaches, where you
want to be surprised, and experimental ones, where you
expect more of a yes or no answer/result (1984:6).
Testing - exploration
The desired output can thus be more or less be more
specified in advance, which leads to different
possibilities for drawing conclusions. Depending on the
nature and focus of the experiment, the result can be
summarized in words or numbers (an artifact – as in a
traditional lab experiment), or sought to capture the
experiences of participants (as in human-centred
design). The desired output can thus be conceptualized
as:
Artifact - experience
RELEVANCE FOR THE CONFERENCE
The workshop is a collaborative exploration of design
experiments aiming to produce a deeper understanding
of the underpinning mindsets, epistemological
assumptions and their implications. Academic research
is often assessed on the basis of the reliability and
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validity of the data and method. We will explore what
these overarching qualities could mean in the context of
the design experiments in complex contexts.
•
WORKSHOP FORMAT
•
PARTICIPANTS
AFTER THE WORKSHOP
We welcome participants that are design researchers
and practitioners that have a range of experiences from
different ways of working with design experiments in
varying contexts and settings. You should be interested
in gaining further understanding of their own and
others’ ways of working.
The organizers will create a summary of the learnings
from the workshop and present these as an exhibit or in
some other way. Possibilities for publication of results
will be sought.
To ensure a good climate for discussions the desired
number of participants will be between ten and twenty.
We who are organizing and conducting the workshop
are involved in development of design research, design
education on all levels and design work.
BEFORE THE WORKSHOP (I.E. SELECTION
OF PARTICIPANTS)
If you are interested in participating in the workshop
please submit a max four-page position paper where you
present an approach, method, technique or case study
that relates to experimentation, that you would like
share and explore. The paper should present the
experiment in a visual as well as verbal way.
The paper must be sent by e-mail to
anna.rylander@gu.se no later than 20 May. Include
“Nordes Workshop 113” in the subject. We will respond
regarding your involvement in the workshop around 1
June.
The accepted position papers will be shared among the
participants before the workshop and we anticipate that
the participants get familiar with the other’s papers.
SCHEDULE (TENTATIVE)
The workshop extends over a full day, with the
following schedule outline:
AM: Mapping experiments
•
•
•
•
Introduction to the workshop and the schedule.
Presentations of experiments/cases brought to the
workshop.
Active exploration in smaller groups of the
experiments the participants bring. Mapping and
discussions depart from the dimensions presented
above , but participants are encouraged to to
challenge, elaborate and complement these
dimensions.
Presentations by the groups of their conclusions and
insights from the mapping exercise.
PM: Exploring assumptions and their consequences
•
Mapping and discussion of underlying
epistemological assumptions of the presented
experiments and the conceptual maps from the
morning.
Mapping and discussions on criteria for judgment
of the mapped experiments as research methods.
Share experiences and sum up.
THE ORGANIZERS
REFERENCES.
Eikeland, Olav (2006) The Validity of Action Research
– Validity in Action Research, in Nielsen &
Svensson (Eds.) Action Research and Interactive
Research, Maastricht: Shaker.
Floyd, Christiane (1984) A systematic look at
prototyping, In R. Budde (ed.), Approaches to
prototyping, Proceedings of the Working
Conference on Prototyping, Namur, October, 1983
(Berlin: Springer), 1–18.
Gedenryd, Henrik (1998) How Designers Work: Making
Sense of Authentic Cognitive Activities. Lund:
Lund University.
Koskinen, Zimmerman, Binder, Redström & Wensveen
(2011) Design Research Through Practice.
Morgan Kaufmann Publishers
Küçüksayraç, Elif & H. Alpay Er (2009) Exploring the
Term ‘Experiment’ in Industrial Design, in
Proceedings of IASDR 2009, Seoul, Korea.
McDaniel Johnson, Bonnie (2003) The Paradox of
Design research. In Laurel, Brenda (ed.) Design
Research: Methods and perspectives. Cambridge,
MA: The MIT Press.
Norman, Donald A. (2011) Living with complexity,
Cambridge, MA: The MIT Press.
Sanders, Elizabeth B.-N. and Pieter Jan Stappers (2013)
Convivial Toolbox, Generative Research for the
Front End of Design. Amsterdam: Bis Publishers
Schön, Donald (1983) The Reflective Practitioner: How
Professionals Think in Action. New York: Basic
Books.
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NEW WAYS OF NETWORKING:
A hands on workshop exploring the
workspace:lab and its equipment
CHRISTINA LUNDSGAARD
JOHANNA ERIKSSON
THE ROYAL DANISH ACADEMY OF FINE ARTS,
SCHOOL OF DESIGN
SWECO ARCHITECTS/CHALMERS
JOHANNA.ERIKSSON@CHALMERS.SE
CLU@KADK.DK
CAROLINA SOUZA DA CONCEIÇÃO
TECHNICAL UNIVERSITY OF DENMARK
CASOU@DTU.DK
ABSTRACT
networking at conferences, which could benifit the
Nordes community in the future.
Are you interested in designing new ways of
networking at the Nordes conference with
INTRODUCTION
fellow researchers?
Currently the research team of the Project “Workspace
Design II” (WSD II) is developing a methodological
toolbox that encourages architects, designers and
engineers to involve employees and other stakeholders
when initiating major changes at workplaces.
Do you want to explore and discuss the so called
“workspacelab” as a platform for user
involvement?
This workshop invites participants to explore a
particular version of the design:lab called the
workspace:lab. With a focus on methods like
probekits, design games and experience
prototyping the participants will experience what it
is like being part of the design:lab as “users” and
they will be exposed to the different equipment and
tools used in the “laboratory of change”.
Though the main focus of the workshop is to
explore the workspace:lab, the actual output of the
workshop is also relevant. The participants will be
encouraged to codesign examples of new ways of
Inspired by previous initiatives in Workspace design
project I (for more details see Lundsgaard et al., 2007),
the toolbox suggests creating a temporary environment
that enables users and other stakeholders to have a
design dialogue and jointly explore a future workplace
environment. This temporary space is called a
workspace:lab - a design.lab focusing on workspaces.
Similar to the design:lab, it supports users, designers
and other stakeholders to both reflect on their current
work environment and explore new workspace designs
in an open dialogue.
The backbone of a workspace:lab (or any design:lab) is
a series of workshops, that feed into each other (Binder,
2007). Design games are often used in these forums to
structure the workshops and ensure a common tangible
output (Brandt, 2006). Usually the “gamepieces” are
materials generated from field studies or through
probekits (Mattelmäki, 2006).
Some of the methods in the book “Rehearsing the
future” (Halse et al., 2010) were of interest in the
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development of the toolbox. It brings new examples on
how roleplaying and experience prototyping can be
another way to experiment with and imagine new
possible futures in the lab. Prototypes and mock-ups
enter the stage as props, evoking new ideas (see Fig.1).
Figure 3: The toolbox prototype in WSD II
FORMAT OF THE WORKSHOP
Figure 1: Prototyping (“Rehearsing the Future”)
The toolbox is intended to guide architects, designers
and engineers in how to establish a workspace:lab and it
gives examples on how to do it based on four principles:
1) People at work
Prepare employees and other stakeholders for workshop
activities (for example with “homework activities”, see
Fig.2).
2) Workshop dialogues
Make several of workshops to collaboratively reflect on
a future workspace.
3) Design transformation
Transform and translate the material from one activity
to another.
4) Beyond the lab
Make sure that the design dialogue continues at the
workplace.
Figure 2: Homework done in WSD I
The toolbox (see Fig.3) is seen as a prototype that
evolves and develops when using it with potential
architects, designers and engineers.
A prototype of the WSD toolbox will be used to plan
the workshop and the Nordes Conference will be seen
as a design case and a temporary workplace. At the
workshop participants will co-design new ways of
networking at the conference.
The planners of the workshop are all architects (some of
them part of The WSD project) who wish to create a
workspace:lab with the toolbox as a guide and then
reconfigure it in the process if necessary. In the process
they will experiment with new methods and approaches
that could accompany the existing material in the WSD
toolbox.
The intention with the workshop is to bring together
researchers and design practitioners interested in the
design:lab setting (in this case the workspace:lab) and
the tools that are used in the lab. The workshop will
give the participants the possibility to try out new
methods for the toolbox in order to reflect and discuss
the experience with each other and the planners of the
workshop.
SCHEDULE
Attendees will be sent a page in a “friendsbook” and
asked to fill out and return in advance, which will both
prepare? them for the workshop activities and make
them reflect about themselves in relation to a network
environment at Nordes. A limited number of
submissions will be accepted (12) and the selection will
be based on having a mixed group of participants from
different research environments. Those intending to
participate must send e-mail to Christina Lundsgaard
clu@kadk.dk and the “friendsbook-page” will be mailed
to them.
After an introduction to the toolbox, the full-day
workshop will be divided in two workshop sessions
(morning and afternoon) and end with a wrap-up
discussion to reflect on the experiences with the
workshops.
The morning workshop will be based on “the known”
and the identification of challenges with and questions
like: What network facilities already exist in the Nordes
Community, what existing space (cyberspace as well as
the physical surroundings) are we networking within
and what needs do we have as different participants
when we enter the network? How do we know who to
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network with, how do we get in contact and what
happens beyond the conference?
The “friendsbook-page” that the participants will have
worked on prior the workshop will feed into the first
session and a design game will be a tool to structure and
make sure that the participants thoughts will be tangible
and have an output. In the lunch break, the participants
will be asked to do different interventions based on the
morning session within the conference space. The
breaks are one example of how conference participants
network and a good time to try out some of the new
ideas.
The output from the morning session will feed into the
second more explorative session leading to future
design solutions. The participants will be exposed to
“scenario playing” through active engagement with
prototypes. The output of the workshop will be
functional prototypes that can support a new way of
networking at the conference and following
conferences.
To wrap up, the planners and the workshop participants
will jointly reflect on their experiences with the
workspace:lab and discuss it in plenum.
OUTPUT
The expected outcome of the workshop is ideas and
inputs on ways to get to know a workplace environment
better, in order to change it or design a new one. This
brings together an awareness for the participants of
different possibilities of using/seeing the same
(work)space, as they will be part of the process both as
users of the space and as designers. As the conference
venue will be the “workplace” analysed and discussed
during the workshop, possible changes of it will be the
more tangible output. Methods and approaches will
hopefully inspire the participants if they are engaging in
similar projects in the future.
REFERENCES
Brandt, E. (2006) Designing explorative design games:
a framework for participatory design? The Participatory
Design Conference. Trento, Italy.
Binder, T. (2007) Why design:labs, Nordes Conference,
Stockholm.
Halse, J.; Brandt, E.; Clark, B. & Binder, T. (2010)
Rehearsing the Future. Danmarks Designskoles Forlag.
Lundsgaard, C.; Binder, T. & Nørskov, E. (2007).
Workspace:lab – en inddragende udviklingsproces. Last
accessed January 10th 2013 at
http://www.workspacedesign.dk/upload/public/%7BDE
3207A6-5652-4761-BA48F5C275F3F5D2%7D_WorkspaceLab.pdf
Mattelmäki, T. (2006) Design probes. Vaajakoski:
University of Art and Design Helsinki A 69.
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WORKSHOP: AN EXPERIMENT OF
REFLECTION ON DESIGN GAME
QUALITIES AND CONTROVERSIES
METTE AGGER ERIKSEN &
MARIA HELLSTRÖM REIMER
MALMÖ UNIVERSITY
METTE.AGGER@MAH.SE
MARIA.HELLSTROM.REIMER
@MAH.SE
EVA BRANDT, THE ROYAL
DANISH ACADEMY OF FINE
ARTS, SCHOOL OF DESIGN
EBR@KADK.DK
KIRSIKKA VAAJAKALLIO
AALTO UNIVERSITY
KIRSIKKA.VAAJAKALLIO@A
ALTO.FI
ABSTRACT
How do various design games format and stage
different collaborative inquiry, learning and
reflection? At this hands-on workshop, we will
collaboratively explore, relate and meta-reflect
upon how different design (and learning) games
can form part of experimental, co-design (research)
processes and practice. Some shared playing of
mainly analogue games brought by the workshop
organizers and participants will provide the basis
for engaging in a game-inspired experiment of
collaboratively relating and reflecting upon
qualities and controversies of different design
games. This reflection experiment will be shaped
around predefined and emerging topics.
formatting design dialogues among various stakeholders
(Brandt et al. 2008). In general the definition of games
varies and are often context specific (Zimmermann &
Salen 2004). Most descriptions of design games used as
part of co-design (research) processes and practices,
however, seldom include competing with the other
players. Design games are about staging participation
through rules and tangible game pieces that guide the
design moves (Brandt 2006). According to Vaajakallio
(2012) design games for co-design have three main
qualities in common. ‘First they create a common
design language, second they promote a creative and
explorative attitude, and third the games facilitate the
players in envisioning and enacting what could be’
(Vaajakallio 2012, p. 100). Further, some advocate for
designing and using generic design games (e.g.
Habraken et.al. 1987) while others argue for the
importance of contextualising part of the game materials
(e.g. Vaajakallio 2012, Brandt 2011). This relates to
Eriksen’s work (2012) on material matters in codesigning, in which she suggests to view some
participating materials in a co-design situation as having
the role of ‘formats of collaboration’ others as ‘content
material’. Yet, generally, design games can be used to
highlight the exploratory, imaginative, dialogical and
sometimes also the empathic aspects of co-design.
INTRODUCTION
REFLECTING ON DESIGN GAMES
Games have been played and researched for long (e.g.
Caillois 1961, Zimmerman & Salen 2004). ‘Serious
games’ and ‘learning games’ are increasingly used in
work contexts among various stakeholders (e.g. Susi et
al. 2007, Salen 2008), and ‘design games’ have been an
integral part of participatory design for various purposes
for more than thirty years (e.g. Ehn 1988). Design
games have been and still are used as a valuable, playful
and/or critical way to work, which opens up the design
process for stakeholders outside the traditional design
team. Thus design games are a particular genre of
The purpose of this workshop is collaboratively to
explore, relate and reflect upon how different kinds of
design and learning games can form part of
experimental, co-design (research) processes and
practice. As an experiment the participants will reflect
upon various topics related to design games while
playing different games. The aim is to be more
knowledgeable about the qualities of various games as
well as the controversies that are sought for or
(intentionally) hidden for different reasons. The
reflection experiment will be shaped around both topics
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predefined by the workshop organisers and emerging
topics defined by the participants on the day.
REFLECTIVE TOPICS
Based on previous experiences and research by the
organizers, predefined topics to be addresses are for
instance: How do design games relate to other kind of
co-design approaches? What are the game mechanics
and qualities of games when exploring possible futures?
What controversies and ecologies are favoured by
various games? What are the controversies or ecologies
that should have more attention when designing future
games? What are gained/lost by designing and playing
generic games versus contextualised games for specific
purposes? How can we get a better understanding of the
qualities of various game formats, rules of the game and
game materials? How can game players take (more)
ownership to both designing games and using the results
after game playing? What are the qualities of excellent
‘game facilitation’? How can these qualities be taught to
students or other people?
THREE OF THE GAMES TO BE PLAYED
GRÖNTSPEL/ GREENGAME (WORKING TITLE)
The game board is inspired by an Atlas world map but
with ‘continents of co-development’ that players
explore and reflect according to sets of playing cards
and game pieces. The game is still under development
and at the workshop, players will also engage in the
second round of iteration of game design. The
experiences from the workshop will be utilised in the
further game design.
The game is developed in ‘Atlas: a map for future
service co-development’ -project (2012-2014) that is
collaboration between three research groups from Aalto
University in Finland. The project aims at analysing,
testing and co-developing a map of collaborative
methods for service development, design, and
innovation.
REFRAMING WASTE
This analogue ’learning’ game is about challenging,
relating and developing different ideas/concepts
intended to support a more sustainable development in a
specific area of a city. What the game does is stage a
dialogue of challenging these ideas/concepts with
different social, ecological and economically sustainable
questions /’issues’. With its triangular shape, the game
is modular, and a part of playing is to negotiate and
choose for example which 'issues' to focus on. The
game includes various 'game mechanics' such as a time
glass, personal tokens to bet/argue with, a score-card,
etc.
The game is being developed within the Interreg ’Urban
Transition’ project (2011-2014) and ’GröntSpel’ subproject together with a game design company and
various public employees from Danish and Swedish
municipalities. A final prototype will be available at the
workshop.
Reframing Waste is an example of a design game that
facilitates participation and dialogue about how to
promote better waste sorting in apartment buildings.
The game materials in Reframing Waste are based on a
research project on recycling and waste handling. The
project is presented as part of a design anthropological
innovation model in ’Rehearsing the Future’ (2010).
Parts of the game materials point to future possibilities.
In a playful way Reframing Waste opens up for coanalysis of existing practices, and in the end of the game
the players will have produced representations of one or
more future visions.
PROGRAMME OF THE DAY
EXPLORING CONTINENTS OF CO-DEVELOPMENT
This design or ‘learning’ game is about creating
common understanding in an organisation to build more
collaborative and user / stakeholder oriented service
development projects and processes.
The workshop will be full-day and divided into two
main parts. The morning will primarily be devoted to
exploring and reflecting on design games and learning
games through playing them. The workshop participants
will be divided into groups of 4-6 people. Each group
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will play (part of) two games provided by the
organisers. Game reflections are evoked for example
through reflection cards that are to be drawn and
reflected upon in parallel with the game playing. The
morning session will end with sharing reflections in
plenum, documenting and clustering topics.
In the afternoon new groups will be formed based on
the interests of the participants. Possibly inspired by the
reflective topics listed above, each group will start with
formulating questions to be addressed. These questions
guide reflections on game playing in the afternoon
session. Participants are encouraged to bring games that
can be played in the afternoon (see preparations below).
Also during the afternoon, intertwined with playing,
various co-designed game mechanics will guide
reflections. The afternoon session will end with a
discussion in plenum including further use of the
workshop insights. The meta-reflections on design
games are staged as a hands-on experiment of both
individual and collaborative reflection.
Except for an initial workshop introduction, the
workshop will not include standard paper presentations
but consist of hands-on game playing and reflections.
INTENDED PARTICIPANTS
Intended participants are: (co-) design researchers, other
researchers studying people and their relations while
playing (serious) games, design/learning game
developers, others with practical experiences of staging
collaboration and involvement e.g. with games and
others curious about the topic. We aim for a mixed
group of people representing several game approaches,
all in order to facilitate multidisciplinary debate.
PREPARATION AND SIGN-UP BY PARTICIPANTS
There are three different ways to prepare and sign up for
the workshop. If you want to bring a game to be played
you need to submit a 2-page paper presenting the game
in both text and images including an example of how it
has been used. Include also practicalities of playing
(time, number of people, preparations, etc.), why you
want the game to be played and which topics you find
most relevant to explore during the workshop. As time
is short we cannot promise that the games will be played
in their full length. Adjustments may be needed. The
workshop organisers may need to limit the amount of
games that are actually played at the workshop;
however, in this case, all the games will be introduced
briefly.
If you have experiences with designing and/or playing
design games, but do not want to bring a game, we will
encourage you to submit a 1-2 page paper presenting
previous experiences and reflections on these, thus also
revealing what you would find most important to reflect
upon during the workshop. Relating to one or more of
the reflective topics above is suggested.
The last possibility is to attend the workshop without
prior submission, but pre-signup is needed.
Deadline for paper-submissions and signing up without
paper: May 21st. Send email to: Mette Agger Eriksen;
mette.agger@mah.se. Date of notification: June 1st..
Accepted papers will be shared after notification.
Number of participants: 10-20 persons. If there is a need
to limit the number of participants, those with prior
submissions will be prioritized. Another criteria is to
become a multidisciplinary group of people.
REFERENCES
Brandt, Eva. (2006). Designing Exploratory Design
Games: A Frame- work for Participation in
Participatory Design? In Proceedings of participatory
design conference. New York: ACM Press, 57–66.
Brandt, Eva; Messeter, Jörn; Binder, Thomas (2008).
Formatting Design Dialogues – Games and
Participation. In: CoDesign, Vol. 4, Nr. 1, 2008, s. 5164,
Brandt, Eva. (2011). Participation through Exploratory
Design Games. In Lange Baungaard Rasmussen (eds.)
'Facilitating Change - Using Interactive Methods in
Organisations, Communities and Networks'.
Polyteknisk Forlag. Pp. 213 - 256.
Caillois, Roger (1961). Man, play and games. New
York: Schocken books.
Ehn, Pelle (1988) Work-oriented design of computer
artifacts. Arbetslivscentrum, Sweden.
Eriksen, Mette Agger (2012) Material Matters in Codesigning - Formatting & Staging with Participating
Materials in Co-design Projects, Events & Situations.
PhD dissertation. Malmö University, Sweden.
Habraken, J. et.al (1987). Concept Design Games: I.
Developing/II. Playing. Cambridge: MIT Department of
Architecture.
Halse, J, Brandt, E, Clark, B and Binder, T (editors)
(2010). Rehearsing the future. The Danish Design
School Press.
Salen, Katie (2008). The ecology of games: connecting
youth, games, and learning. Cambridge, US: MIT Press.
Susi, Tarja; Johannesson, Mikael & Backlund, Per
(2007). Serious Games – An Overview. Technical report
(HS-IKI-TR-07-001), School of Humanities and
Informatics, University of Skövde, Skövde.
Vaajakallio, K. (2012). Design games as a tool, a
mindset, and a structure. Aalto University publication
series, Doctoral dissertations 87/2012, School of Arts,
Design and Architecture, Finland.
Zimmerman, Eric & Salen, Katie (2004). Rules of Play:
Game Design Fundamentals. Cambridge, MIT Press.
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WORKSHOP - EXPAND YOUR DESIGN
SPACE WITH ENERGY HARVESTING
JOHAN PEDERSEN
VANESSA CARPENTER
IDEMOLAB, DELTA
IDEMOLAB, DELTA
JEP@DELTA.DK
VJC@DELTA.DK
ABSTRACT
Today design research explores many new ways of
interaction, which often requires energyconsuming technology. This limits the design
space available and the purpose of this workshop is
to open that space and make interaction possible in
!
new scenarios with the possibilities of energy
harvesting used as a tool to design in a new field of
automated sustainable devices. Energy harvesting
can make seamless and almost invisible interaction
design possible.
INTRODUCTION
Ambient energy surrounds us – and the potential of
powering wireless sensors, mobile devices and
interactive sketches with ‘energy harvesting’ is
growing. However, the question of how to grasp the
solar, thermal and kinetic energy and supply it to
electronics is a challenging task.
!
Figure 1: Ambient energy in form of solar, kinetic and thermal
This workshop offers participants the opportunity to
expand their design back catalogue, introducing the
concept and practical hands-on knowledge of working
with energy harvesting devices. For design researchers,
this means exemplifying the concept of experience
prototyping in their own design process; and working
with these new tools - solar, kinetic, and thermal energy
harvesters.
Figure 2: Energy harvesting kits – with solar cell, kinetic push button
and thermoelectric generator
Workshop participants will gain a new design space,
one that is fundamentally important to future design
problems. Battery- and cable-less designs will enable
new areas of interaction not previously available due to
restrictions in battery change or cable draw.
Furthermore, it changes the user interaction with
products, which with energy harvesting can be fully
sealed while the user newer having to worry about
changing batteries / attach power cable.
Interactive embedded technology in the (near) future
will require batteryless solutions - able to operate in
even the harshest of conditions, and be able to deployed
en masse. For a truly ‘everyware’ (Greenfield, A. 2006)
world, in which devices surround and interact with us;
new solutions in energy provision must be applied.
The authors are experts in the field of Energy
Harvesting and Interaction Design and bring a unique
insight into this workshop. Having conducted several
energy harvesting workshops at universities, the authors
would like to engage the workshop participants, and
challenge them to reflect on their design process;
reframing their design problems with a new domain,
that of energy harvesting. Limiting factors like required
user interaction at battery change and power cables, and
location restrictions are lowered significantly when
utilizing energy harvesting.
We offer them the tools to learn this domain hands-on.
We will work with three energy harvesting kits, which
teach the basic concept of solar, kinetic, and thermal
energy harvesting.
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As explained in (Buchenau and Suri, 2000) "The role of
Experience Prototyping here is to let a client, a design
colleague or a user understand the subjective value of a
design idea by directly experiencing it.” We propose
that participants can take on the role of energy
harvesters, exploring their design problems through the
eyes of the future sustainable designer, and furthermore,
give themselves a design constraint - to provoke,
challenge, and hopefully grow their ideas into
something which encompasses the principles of energy
harvesting while remaining true to the design research
process. The participants will be taken through the
process of rethinking the required user interaction and
the energy consumption, briefly evaluating the ambient
environment exploring the available energy leading to
viable solutions of self powered designs.
The outcome of this workshop will be tri-fold: firstly, to
introduce participants to energy harvesting technologies,
secondly, to give them a new design space, provide a
design constraint, and allow them to reflect on this
interaction, and finally, to create a symbiosis between
Design Research and Energy Harvesting.
TENTATIVE PROGRAM
1 hour:
Introduction to energy harvesting technologies, and an
outline of the workshop, including goals and expected
outcomes.
30 min:
Prepare, and present, in groups, the outcome of the
workshop.
/END
VENUE REQUIREMENTS
We are familiar with the venue and requests the use of:
•
a room large enough for 10 - 15 people;
•
long tables and benches or chairs to work on;
and,
•
a projector and wall or screen to project on,
•
whiteboard or poster paper for drawing
illustrations,
•
electricity: Extension cords and power bars
We will provide energy harvesting Kits, posters, paper,
writing utensils and paper prototyping materials.
ATTENDEE SELECTION
Attendees will be selected on the basis of a short, half
page written document, indicating what they hope to
gain from the workshop, and their experience and
interest with new technologies in the design research
process.
45 min:
Hands-on introduction to energy harvesting and
building of one of three energy harvesting kits (thermal,
kinetic, solar) in small groups.
(Kits will be available for purchase after the WS)
A total of 15 attendees can join the workshop, though
the ideal number would be 12.
Brainstorm about new energy harvesting design spaces
(mind map on poster paper)
REFERENCING
Group discussion about the new design space introduction of main thoughts and points.
15 min:
Break
Greenfield, Adam (2006). Everyware: the dawning age
of ubiquitous computing. New Riders. pp. p.11–12.
ISBN 0-321-38401-6.
Buchenau, M., Suri, J., F. 2000, ‘Experience
prototyping’. Symposium on Designing Interactive
Systems. Proceedings of the ACM conference on
Designing interactive systems: processed, practices,
methods, and techniques. Brooklyn, NY United States.
30 min:
Each small group picks a topic from the new design
space and then creates a functioning model of their
concept using the energy harvesting kits.
COLUMNS ON THE FINAL PAGE SHOULD BE OF EQUAL LENGTH
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AGEING & INGENUITY: WHAT IS
YOUR DESIGN STORY?
YANKI C LEE PHD
SARA HYLTÉN-CAVALLIUS
VIRGINIA TASSINARI
HONG KONG DESIGN
INSTITUTE
LINNAEUS UNIVERSITY
SWEDEN
MAD-FACULTY, CAMPUS
GENK, BELGIUM
YANKILEE@HOTMAIL.COM
SARA.HYLTENCAVALLIUS@LNU.SE
VIRGITASSINARI@GMAIL.CO
M
ABSTRACT
This collective design workshop aims to provoke
and test new design approaches towards ageing.
We are looking for design stories/narratives that
show how design thinking and collaborative
working can enable the world to respond
differently to the challenges of ageing. Can
designers change our inherent ageism through the
engagement of older people in the design and
delivery of services and products with them? Can
we change our current strategies towards ageing,
turning its potential challenges into opportunities
to engage, empower and improve the lives of the
elderly?
Together, we aims to build a collective
design approach with ingenious older people and
for our future selves.
INTRODUCTION
The Ageing & Ingenuity design workshop aims to
investigate different design approaches that address the
full spectrum of challenges around ageing including
cognitive impairments to living in elderly care, tools for
self-management and coping strategies for chronic
diseases. Central to this workshop is the development
of design responses to the statement ‘Ageing in itself is
not a policy problem to be solved’ (Bazalgette, 2011)
and instead introduces ‘ageing as a culture to inspire
social innovation’ (Lee 2012). Knowledge, processes,
outcomes and experience will be shared and collectively
aims to investigate new services, tools, solutions we can
design together with the elderly, when thinking about
our future society.
Our first question is, ‘How can design enable a more
solution-focused approach to ageing?’ Despite the
negativity surrounding the fact that there in now a
marked increase in the proportion of our population that
is aged, this project wants to explore it from the
viewpoint of possibilities. The elderly are important
assets, holding previous information and experiences
that should be collected and used. From the angle of
design for social innovation in ageing, the designer is
considered a facilitator when enabling people to
understand and interpret their own problems and
situations; subsequently coming up with their own
solutions.
Thus, our second question is, ‘How can design trigger
ageing innovation through the ingenuity of ageing?’
According to the United Nations 2009 report, the global
population of people aged 60 and over is 680 million,
representing 11 per cent of the world's population. It is
true that the whole world is ageing. However each
country has its own development pattern and ageing
reflects the diversity of different cultures. In order for
design researchers to rethink the relationship between
design, younger designers and older citizens it might be
better to start with older people’s experiences when
dealing with the challenges of ageing. Primarily because
they possess an enormous richness of information and
experience. This methodological approach explains the
link to the theory of ingenuity. Based on the UK’s
Royal Society of Arts (RSA) recent report that collated
studies of ingenuity, this life skill can be defined as a
capability with three main attributes: An inclination to
work with the resources easily to hand, a knack for
combining these resources in a surprising way, an
ability to use these resources to solve a practical
problem (Young, 2010). Furthermore, ingenuity can be
seen as an individual’s competence and is the basic
element needed for societies to develop collective
creativity and social innovation on a larger scale. This
explains why it is important to work with individual
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ingenious older people when attempting to develop
ageing innovation for all. Therefore, identifying
individual ingenious older people in different local
contexts became the first priority as the rethinking
process for ageing and design practice.
HISTORY: DESIGN & AGEING
practitioners who are working on the theme of ageing
and exchanging experiences with the aim of extending
development and building original design knowledge
together. Its particular focus on cultural diversity means
that this workshop will initially include representatives
from different countries and represent the different
perspective in ageing and design.
1. LIFE-COURSE APPROACH TO AGEING
British historian Peter Laslett’s famous slogan, ‘Live in
the presence of all your future selves,’ promoted a lifecourse approach to address ageing issues and promoted
ageing as ‘a unique experience for each individual ’
(Laslett, 1996). This phrase was later absorbed and
extended by the DesignAge Programme - the first
formal design movement in ageing within a design
school, started at the Royal College of Art (UK) in 1990
with ‘Design for Our Future Selves’ becoming their
manifesto. A pioneering project it focused on ‘bringing
older people, designers and industry together to
improve the quality of goods and services in general,
and the quality of life of older people’
(Crosthwaite,1997). It was described by Laslett as ‘an
arranged marriage’ of an art and design school with the
University of the Third Age, ‘an organisation of
autonomous, local, self supporting groups of retired
people [where] … the general approach is to ‘Learn for
pleasure and study at leisure’. As director of the
DesignAge project, Professor Roger Coleman explained
that it was about ‘a new collaboration between older
people and young designers, and a new approach that is
part of a growing trend towards a more thoughtful and
respectful design process’. This life-course approach
has been developed into the notion of inclusive design
and extended to different ‘ extreme users’ of design.
2. ELDERLY’S EVERYDAY PRACTICES AS A DESIGN
APPROACH
20 years after the DesignAge programme, more diverse
forms of ageing research are carried out in design
schools. Binder, Brandt & Malmborg conducted a
workshop at the NordiCHI2012 conference aimed at
introducing a new approach to ageing research through
design. Their idea was ‘oriented towards experiences in
design using communities of everyday practice and
situated elderliness as a design approach’. In particular
it focused on ‘how we can use the notion of
communities of practice as a design approach when
working with the elderly.’ They started the discussion
with a statement, ‘Designing for elderly is a growing
field of research and practice’ (Riche, Y., and Mackay,
W., 2010), but experiences with welfare technologies
and service design, oriented towards this group indicate
that there are significant gaps between the inscriptions
of the elderly in welfare technologies and services and
the elderly’s own perspectives on aging’ (Ertner, M.,
Malmborg, L. 2012).’
AIM AND EXPECTED OUTCOMES
Through the lens of ageing and ingenuity,
the aim of the
PROPOSED WORKSHOP FORMAT AND
ACTIVITIES
We propose a full day workshop. Morning session is
devoted to an introduction to the workshop and design
stories from participants. Each participant needs to
prepare a story of an ingenious older people from their
project. All these real-world life stories of creative
people will be formed into personas in the first part of
the afternoon. The result of the workshop is expected to
build a collective design approach for designers to
design for older people, based on narratives produced
by designers on their life. We aim to explore ageing
aspects beyond impairment and disease but aspects of
being and living as an elder.
We are inviting 10-15 participants. Each body is asked
to submit a 2-4 page position paper outlining their story
with an ingenious older people, background of the
project, analysis of design role(s) and reflections i.e.
how they relate their methodology to the history of
ageing and design research.
REFERENCING
Bazalgette. 2011.Coming of Age, Demos, UK
Binder, Brandt & Malmborg.2012. Elderly’s everyday
practices as a design approach, workshop
proposal, NordiCHI2012
Crosthwaite.1997. Working Together: A New Approach
to Design, Royal College of Art, UK
Ertner, M., Malmborg, L.2012. Lost in Translation:
Inscriptions of the Elderly in Concept-Driven
Design of Welfare Technology. Position paper
presented at CHI2012, May 5-10, (2012), Austin,
TX, USA
Laslett.P.1996. A Fresh Map of Life: Emergence of the
Third Age, Palgrave Macmillan, Cambridge, UK
Lee. 2012. The Ingenuity of Ageing. The Helen Hamlyn
Centre for Design, London, UK
Riche, Y., and Mackay, W., 2010. PeerCare:
Supporting Awareness of Rhythms and Routines
for Better Aging in Place. Computer Supported
Cooperative Work (2010) 19:73 – 104. DOI
10.1007/s10606-009-9105-z. Springer.
Young. J. 2010, How to be ingenious, Royal Society of
Arts (RSA), UK
workshop is to bring together researchers and
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FUNGUTOPIA
WORKSHOP –
GROW IT
YOURSELF
DESIGN
LAURA POPPLOW
ACADEMY OF MEDIA ART COLOGNE/
UNIVERSITY WUPPERTAL
MAIL@MAKEANDTHINK.DE
ABSTRACT
DESCRIPTION
“FUNGUTOPIA is the design of a social and
FUNGUTOPIA WORKSHOP
ecological utopia based on urban mushroom
cultivation”. The Project FUNGUTOPIA is a
design | research in process.
The workshop will work with and about the
material of fungal mycelium. We will learn how to
cultivate oyster mushrooms with simple kitchen
tools and let them grow in self-build forms. To
understand how to work with the living material of
fungi, we will discuss their properties and
characteristics and the potential of mushrooms as
building material, recyclers, food and medicine.
Apart from the hands-on-approach the workshops
goal is also to discuss questions about “design in
process”: How is our understanding of design
changing when we start thinking about lifecycles
of creation, use and decay? How can we take the
material serious as agency in the design process?
How could we truly co-design with the “other” –
Figure 1: Fungutopia Station, DMY Berlin 2011
WORKSHOP: GROWING MYCELIUM
For the workshop we will use simple kitchen tools like a
pressure cooker and work with oyster-mushrooms. First
we will build simple shapes from different materials,
that can be later filled with the substrate, on which the
mycelium will grow. Every participant can take his or
her own growing shape at home later on. In a second
step we will learn how mushrooms are cultivated in
general and how the easiest form of cultivating oyster
mushrooms on straw and wood-pallets is working.
While we will fill the build shapes we will talk about
different uses of the material and concepts that could
best adapt the properties of the material. In the end, we
will enjoy a simple meal with healthy and delicious
mushrooms for lunch together. We will use the lunch
be it human or non-human?
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time also to discuss the topics of design in process and
designing with living material.
TIMETABLE
9:30h Start – Introduction of the topics.
10:00h Building shapes from different materials.
11:00h Introduction in the cultivation of oystermushrooms. Preparing the substrate to fill the shapes.
12:00h Filling the shapes. Preparation of the lunch.
13:00h Lunch with mushrooms. Discussion.
Figure 4: Workshop 2012
PARTICIPATION
Please bring (clean) material for building shapes and/or
found shapes that could be filled with the mycelium.
Sign in for the workshop at: mail@makeandthink.de
BACKGROUND INFORMATION
FUNGUTOPIA – THE PROJECT
The project FUNGUTOPIA is a design | research in
process. It investigates the potential of mushrooms as
food, medicine, recycling-system and material.
On a first level, the project is a design-researchexperiment that uses the living material of fungal
mycelium to grow designs. In this term it is an
experiment with (new) modes of working with living,
growing materials and the aesthetics they create.
On a second level it is a community-design-experiment
that works on the basis of an open source term of
design, that involves people on different stages of the
design-process and works with the idea of an utopia as a
motor for real change.
Figure 2: Mycelium Form, 2011
On a third level it is an educational-design-experiment,
that uses design as a tool to explore the field of
mycology in an amateur-sense, forming an alternative to
the exclusive world of science.
On a fourth level, the project is a design-researchexperiment exploring the potential of design in process.
The hypothesis is, that the properties of the growing,
material of fungal mycelium could serve as role-model
for a design in process, as an idea of permeable design
term, in which the material as well as the user are taken
serious as agencies.
THE THREE ECOLOGIES
Figure 3: Workshop 2012
“It seems essential to me that we organize new micropolitical and micro-social practices, new solidarities, a
new gentleness, while at the same time applying new
aesthetic and analytical practices to the formations of
the unconscious. If social and political practices are to
be set back on their feet, we need to work for humanity,
rather than simply for a permanent re-equilibration of
the capitalist semiotic universe.” (Guattari, 1989)
In his book “The three ecologies” Félix Guattari
explores the term of ecology (Guattari, 2008). He
explains, that the notion of an ecology understood as
pure nature is quite short-sighted and that we should
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indeed think of a mental, social and surrounding/natural
ecology, that is completely entangled. Following this
thought one can not hope to solve any ecological
problem without taking all three ecologies into account.
Guattari is also quite convinced, that the arts are one of
the few fields that are able to think and act in a way that
is dealing transversal with the contemporary ecological
crisis.
MUSHROOM GROWING KIT
The MUSHroom is a prototype for an open source
growing kit for mushrooms. It is a tool to grow
mushrooms of different kinds at home and to grow
mycelium material.
By building a mushroom growing kit using mostly
fablab equipment and open source hardware, an indoor
greenhouse for the special needs of mushroom
cultivation was created. This should not only serve to
control humidity and temperature for different kinds of
mushrooms and allow the cultivation of rare species at
home for fresh digestion, but should also create a kind
of display. It is an attempt to establish an urban “Grow
It Yourself” - attitude, working against the general
perception of mushrooms as being something somehow
awkward, growing only in dark, moldy cellars.
Interested participants of the workshop will get a brief
introduction and a step-by-step guide to build their own
MUSHroom at home.
Figure 5: MUSHroom, 2011-2012
REFERENCING
Links:
http://www.makeandthink.de/fungutopia/
Guattari, Félix and Chris Turner (Translator) 1989.
“The Three Ecologies.” in: New Formations No. 8,
1989.
Guattari, Félix 2008. The Three Ecologies. London:
Bloomsbury.
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ELECTRONIC SKETCHING: USING
IDEMOBITS AS TOOLS FOR
SYNTHESIS IN DESIGN RESEARCH
VANESSA CARPENTER
MIKKEL LETH OLSEN
IDEMOLAB, DELTA
IDEMOLAB, DELTA
VJC@DELTA.DK
MLO@DELTA.DK
ABSTRACT
Throughout the process of design research,
synthesis is an important aspect for bringing
together past and current knowledge to facilitate
new ideas.
In this workshop participants will be challenged to
explicitly explore their ideas using IdemoBits.
IdemoBits are a tangible tool to be used during the
process of design research enabling the designer to
IdemoLab takes it further, elaborating on the idea of
sketching by including electronics, yet maintaining the
essential elements of sketching. One tool IdemoLab
uses to facilitate Sketching is IdemoBits: small sensors
and output devices which require no programming
knowledge, but are customizable by the inquisitive user.
As explained by Thackara, in In the bubble, designing in
a complex world, “We need to develop “an
understanding and sensitivity to the morphology of
systems, their dynamics, their “intelligence” - how they
work and what stimulates them.” (Thackara, 2005)
IdemoBits can help to develop this by exploring how
they work through active enactment of situations and
stimulations.
explore ideas immediately using electronic
materials.
This is a very hands-on, active workshop where
attendees are expected to participate, contribute,
and play; exploring the IdemoBits as tools, and
reflecting on the process of synthesis, in order to
contribute to a model of ideation.
Figure 1: IdemoBits with sensors and outputs
INTRODUCTION
Similar to industrial designers who use sketching and
models to try their ideas, IdemoLab makes use of
physical, functional, interactive Electronic Sketches.
Buxton explains, “sketches dominate the early ideation
stages, whereas prototypes are more concentrated at the
later stages where things are converging within the
design funnel”. (Buxton, 2007). Electronic Sketching
provides the opportunity to test a specific experience or
functionality quickly and independent of a polished
technological solution. Testing ideas gives insight and
inspiration; and using Electronic Sketching, it’s possible
to create a proof of concept in minutes.
Electronic Sketching is sketching using electronics; an
expression of an idea, thrown together quickly, tested,
adapted, and tested again.
Throughout the process of design research, synthesis is
an important aspect to bringing together past and current
knowledge to facilitate new ideas. Kolko explains:
“Because synthesis is frequently relegated to an
informal step in the overall process, it is practiced
implicitly; a single designer forges connections in the
privacy of her own thoughts, and performs only
rudimentary sensemaking.” (Kolko, 2010). IdemoBits
address this implication; making visual the magic
behind synthesis, allowing designers to explore ideas
not only in their heads (“what would it be like if it lit
up? What if we used bluetooth, oh it would be like
that”); and instead of simply imagining possible
scenarios which then are analysed, some discarded and
some selected to be tested more formally; designers can
potentially explore all scenarios. This workshop aims to
explore synthesis as a part of the design research
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process, and find ways to make parts of synthesis more
visible, using IdemoBits as tools for idea exploration.
Kolko concludes by saying that “inferential leaps can
systematically drive innovation” and we postulate that
IdemoBits fuel these inferential leaps by providing
tangible aids - beyond paper and pen - to formulate
ideas. (Kolko, 2010).
During this process - assign a person to be the
‘documenter’ who takes photos, and notes regarding the
happenings of the brainstorm. Rotate person every 15
minutes to make sure everyone is included in the
brainstorm.
30 MINUTES
Break
1 HOUR:
PURPOSE
The purpose of this workshop is to challenge
participants to explicitly explore their ideas using
electronics to quickly achieve a proof of concept, and in
doing so, evaluate the experience from a design research
standpoint. Furthermore, it is hoped that an evaluation
could be done on the matter of synthesis, and how
IdemoBits help to create ‘inferential leaps’; bypassing
the need for imagined technology, and allowing
participants to try out their ideas immediately.
In this workshop, participants will explore their ideas
using IdemoBits, small sensors and outputs which
provide a simple way to bring responsiveness /
intelligence and interactivity to ideas. Thackara
explains, “interactions are difficult to describe to
someone not present” (Thackara, 2005) and it is the
hope that participants in the workshop can use
IdemoBits to clarify potential interactions by removing
the need for excessive explanation.
The organizers of this workshop would like to work
with participants to explore the potential interactions,
activities, processes, and design research methods, with
a specific focus on synthesis, that may arise from the
use of IdemoBits, and work together to create an
ideation model.
Prepare, and present, in groups, the outcome of the
brainstorm.
Focus specifically on the topic of synthesis - how did
the group synthesize? Did they do in group, or
individually? Was there quiet time, or mainly group
discussion?
How did the IdemoBits facilitate the ideation process?
How did the IdemoBits affect the synthesis process?
1 HOUR:
Full group discussion on outcomes (presentations).
What is synthesis in terms of the ideation process?
How is it affected by the use of IdemoBits?
How could IdemoBits be used by design researchers in
their processes?
Develop an ideation model based on the day’s activities.
/END
VENUE REQUIREMENTS
IdemoLab, DELTA is familiar with the venue and
requests the use of:
TENTATIVE PROGRAM
I.
a room large enough for 10 - 15 people;
30 MINUTES
II.
long tables and benches or chairs to work on; and,
The workshop begins with an introduction to Electronic
Sketching and IdemoBits, and an outline of the
workshop, including goals and expected outcomes.
III.
a projector and wall or screen to project on.
IV.
Electricity, power bars and cables
V.
Access to the internet
1 HOUR:
Small groups formed
Brainstorming warm-up exercises
Brainstorm about synthesis (mind map on poster paper)
Group discussion about Synthesis Brainstorm introduction of main thoughts and points.
2 HOURS:
In small groups and pick a topic from a pre-determined
set of design problems.
Brainstorm, and develop a concept for this problem using IdemoBits.
IdemoLab, DELTA will provide IdemoBits, posters,
paper, writing utensils and paper prototyping materials.
ATTENDEE SELECTION
Attendees will be selected on the basis of a short, half
page written document, indicating what they hope to
gain from the workshop, and their experience and
interest with synthesis in the design research process.
A total of 15 attendees can join the workshop, though
the ideal number would be 12.
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Attendees should be design researchers, and familiar
with the concept of synthesis.
REFERENCES
Buxton, B. (2007), ‘Sketching User Experiences:
Getting the Design Right and the Right
Design’, Morgan Kaufmann.
Kolko, J. (2010), ‘Abductive Thinking and
Sensemaking: The Drivers of Design Synthesis’,
MIT’s Design Issues, Volume 26, Number 1,
Winter 2010.
Thackara, J. (2005), ‘In the Bubble, Designing in a
Complex World’, MIT Press.
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E xhibi tion
DIGITAL LACE:
PROCEDURALLY CREATED DESIGN
ELLEN SCHOFIELD
UNIVERISTY OF MINNESOTA
SCHOF052@UMN.EDU
ABSTRACT
Digital Lace is a set of laser-cut paper panels that
explores the intersection of intentional decisionmaking and computer-created randomness. The
project uses a set of illustrated symbols, a
computer program that randomly places the
symbols and rearranges them based on a simple
algorithm, and laser cut paper panels that are
created from the computer-generated file. The final
pieces exemplify the kind of modular design
present in digital design while celebrating the
materiality and tactile quality of traditional art.
arranges the symbol set into a 38 x 50 centimetre
matrix, and a laser cut paper panel that is made using
the file created by the computer program. To begin, the
50 individual symbols that compose the lace were
created using Adobe Illustrator.
Figure 1: Sample of the symbol set created in Adobe Illustrator
DESCRIPTION
Typically, the practice of design affords the designer
These shape elements are the component of the project
almost complete control over the form of a finished
that relies most heavily on traditional design and
piece. For example, a graphic designer determines the
illustration techniques, and employ the most authorial
size, format, colours, typeface, reading sequence, and
control. Each symbol is based around a circular cell
reading distance of a printed piece. However in digital
with four connecting points located at each cardinal
media, the designer can make suggestions but no longer
direction, so as a group they are able to combine into a
has complete control over how the final design is
coherent piece of ‘lace’. Early experiments used a set of
viewed, what information is being presented, or how the
symbols that were completely random outside of their
user views it on a variety of devices. Many digital
underlying grid; this produced a less cohesive finished
designs are composed of modular elements that are
result. To provide a sense of balance the symbols in
remixed on demand based on the user’s rather than the
figure 1 were designed with a common organic theme.
creator’s desire (Manovich, 2005). Additionally, a large
The finished symbol files were exported as individual
percentage of design is never realized as a physical
SVG (Scalable Vector Graphics) files, named
product – it exists only on a screen for a short time.
numerically, and made available to a computer program
The experimental series Digital Lace is a group of laser-
to be arranged into the final composition.
cut paper panels that explores the tension between
The program that selects and arranges the symbols was
designer intent, randomness, and physicality. The
created in the open source language Processing. The
project was intended to explore how randomized
Digital Lace program for Processing is an evolution of
modular designs can produce cohesive and attractive
the classic Game of Life programing experiment created
final products. The project is created from three distinct
by James Conway in the 1970s and described by Matt
elements: a set of symbols created using traditional
Pearson in the book Generative Art (Pearson, 2011).
design techniques, a computer program that chooses and
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Game of Life uses cells that are either on (black) or off
evolution over time. Once collected, the PDFs are sent
(white). Each time the program runs the individual cells
directly to a laser cutter to be produced out of paper.
check on the state of their neighbours. If a cell has two
or three neighbours it remains black otherwise it
becomes white. If a white cell has exactly three
neighbours it reverts back to black. The Game of Life
and the Digital Lace program both use object-oriented
programing conventions to create a grid of semiautonomous cells that can respond to the action of
neighbouring cells. Pearson shows how the original
Game of Life program can be altered to include an
infinite number of states beyond just on or off so more
complex behaviours can be examined. The Digital Lace
program builds off this base, starting with a grid of cells
The finished cut pieces can be viewed individually and
aesthetically as discrete artworks, or they can be
arranged horizontally in space to visualize the
program’s progression over time. Using rapid
prototyping technology like the laser cutter allows the
realization of multiple incremental stages of an artwork
that would be expensive, time consuming, or impossible
to make with traditional production methods. Digital
Lace leverages the best of both worlds of ‘mass
customization’: individually unique and unpredictable
designs are created using the tools of precision
manufacturing.
is randomly populated with graphics from the symbol
set library. When the user clicks, each cell
mathematically averages the numbers assigned to the
eight cells adjacent to it. Using that value rounded to the
closest integer, the program selects the next symbol file
to populate that cell with. Over time this creates a
grouping effect, because individual cells are working to
make themselves more like their neighbours.
Homogenization is prevented by randomly reassigning a
number to cells whose neighbours have reached the
maximum or minimum value.
Figure 3: Finished lace panel.
The results of this project are intended to be
conventionally aesthetically pleasing while exploring
the intersection of intentional decision-making and
computer-created randomness. The final pieces
exemplify the kind of modular design that is becoming
ever-present in the digital realm while celebrating the
materiality and tactile quality of physical objects.
REFERENCES
Figure 2: Screenshot of the Processing environment and the
Generative Lace program running in the background.
When the program is active, a user can click on the
keyboard at any time to output a PDF (Portable
Pearson, M. 2011. Generative art: A practical guide to
processing. Shelter Island, NY: Manning
Publications Co.
Manovich, L. 2005. Remixing and Remixability. [pdf]
Available at: http://imlportfolio.usc.edu/ctcs505/
ManovichRemixModular.pdf
Document Format) file of the symbol grid.
Collecting these files over a discrete period of time
allows the user to capture a record of change and
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SPERICAL HARMONICS:
EXPERIMENTS IN 3D PRINTED
CERAMIC FORM
JONATHAN KEEP
INDIPENDANT ARTIST
J@KEEP-ART.CO.UK
ABSTRACT
This research is twofold – first it is about exploring
the mathematical shape of Spherical Harmonics in
computer code to extend the vocabulary of ceramic
form. Secondly to develop techniques to 3D print
found in the natural world can be simulated through
mathematical calculations. Spherical harmonics is an
example of this. My programming skills are limited but
Processing offers a large community of shared libraries
from which to borrow and then edit code. For this
project I have relied heavily on the toxiclibs library.
Karsten Schmidt of toxiclibs in tern credits Paul
Bourkes for his information on the spherical harmonics
function.
these computers generated forms using DIY 3D
ceramic printing techniques.
DESCRIPTION
As self-directed personal research this material is about
exploring audience response to a particular set of forms.
My interest is in how at a basic evolutionary level we
respond to natural forms. We have an inbuilt propensity
towards natural forms and patterns, such as curvature,
repetition, symmetry because we are part of that same
natural world.
In mathematics, spherical harmonics are represented as
a system of coordinates on a sphere. Using the latitude
and longitude coordinates each point on a closed
spherical object can be distorted using the spherical
harmonics function creating a variety of organic looking
visualisations. The Spherical harmonics function is used
in many theoretical and practical applications, such as in
the computation of atomic orbital electron
configurations, the representation of gravitational fields,
and the magnetic fields of planetary bodies and stars.
For some years I have used computer 3D modelling
programs as a tool to explore and extend my knowledge
of form for producing ceramic objects. This has
developed to a point where I now generate 3D forms
directly in computer code using the Processing open
source programming environment based on the java
computing language. Working at the level of code offers
a way of creating forms where the systems and patterns
Figure 1: 3D printed ceramic forms generated from spherical
harmonics mathematical function. Average size 7 x 7 x 7 cm.
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As described in the abstract there are two parts to this
research. The first to generate the three dimensional
forms using computer code. The second is to get the
forms out of the computer into the material world to be
considered as physical objects. For the last two years I
have been doing this through 3D printing directly into
clay. I make use of a diy RepRap kit 3D printer that has
been converted to print with clay. The plastic print head
has been replaced with a syringe type print head, filled
with soft clay and then pressurised with compressed air
that extrudes a continuous vein of clay. This enables the
printer to build the ceramic object layer by layer as
developed by Belgium based Unfold Design Studios.
Refreshingly simple this printing method is good for
vertical forms but does not cope very well with the
compound forms as generated by the spherical
harmonics function.
For these and other complex shapes I have been
researching an adaption to the basic RepRap printer to
use powder clay to support the form as it is printing.
The adaption is such that the usual print base that lowers
while the print head remains at a fixed height plotting
out each sliced cross section lowers into a box void
enabling the supporting dry clay powder to be spooned
in around the form as it is printed.
spherical harmonic being printed. Bottom left: View of adaption to
contain powdered clay support during printing. Bottom right: Finished
print ready to be extracted from powder.
The achievement of this experiment in design research
is illustrated by the successful production of a large
number of glazed porcelain organic forms generated
from computer code and directly printed using 3D
printing. A problem with using an extrusion type print
head in 3D printing is often the lack of physical support
under protrusions on a form or element in a design that
float above the base or float free from the main body.
This technique offers support in the form of the clay
powder and therefore over comes the problem. With the
support there is also less distortion of the layers under
each new extrusion of clay resulting in a much crisper
and rounded result. The clay powder helps dry the print
enabling it to be handled soon after printing. The
powder is easily brushed from the object leaving no
marking on the surface. The clay print is fired and
glazed in a conventional manner.
This is certainly no plug and play system with the
powder needing to be continually offered up by hand.
However what it does show is that there is a place for
interacting with and adapting these new technologies to
be used as creative tools for artists, makers and
designers in a very hands on craft based context.
REFERENCES
http://en.wikipedia.org/wiki/Spherical_harmonics
http://mathworld.wolfram.com/SphericalHarmonic.html
http://paulbourke.net/geometry/sphericalh/
http://processing.org/
http://toxiclibs.org/
http://unfoldfab.blogspot.co.uk/
http://www.bitsfrombytes.com/catalog/rapman-32-3dprinter-kit
http://www.keep-art.co.uk/journal_1.html
http://www.unfold.be/pages/projects
Figure 2: RepRap 3D kit printer converted for printing in ceramic.
Top left: printer without powder adaption. Top right: Close up of
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NORDES 2013 EXHIBITION: LINES &
MODELS. EMBODIED DRAWING ACTS
JUDITH MARLEN DOBLER
VISUAL COMMUNICATION & THINKING,
HGK FHNW BASEL/SWITZERLAND
INFO@JUDITHDOBLER.DE
ABSTRACT
Lines & Models is a ongoing series of
analogue, digital and hybrid drawing
experiments. The project explores tacit
approaches to sketching and drawing by
experiments using the body as a drawing tool.
In the research project, theory and practice are
closely linked. The experiments serve as
drawing artifacts and as material for
from and reflect upon. The drawing series were all
executed in a non-linear way during a period of time,
with the aim to allow hand and body to take precedent
over conscious thought processes. Methods such as
repetition, transformation and layering were applied, in
order to understand the process of drawing in
experimental settings. The different elements of the
experiments are: First, the involvement of a performing
hand using gestures to create drawn objects. Second,
the tools used in order to produce visualizations of these
processes. And third, the conventions of software
visualization which have a significant influence on
aesthetics and the results of creative processes. This
shifting from analogue to digital techniques played an
important role in the experiments and their formal
outcomes.
reflections in design research. In this context,
the project evolved into an investigation about
the involvement of the body while drawing
and sketching, and how the knowledge gained
can be visualized.
DESCRIPTION
Drawing is a classical art and design practice that is in
recent times both methodologically and theoretically
rediscovered. The return is accompanied by a
redefinition of what may be drawing in the digital age.
What role does the latest technological developments of
drawing tools play and how can they be used in
practice-based research to achieve knowledge? One
focus in my design research about drawing is the
transfer of analog culture techniques to new media. The
experimental set-ups are including analogue and digital
media and the use of hybrid technology. But the
technology should only serve as a vehicle or tool,
because the main focus is on the manual activity.
DRAWING PROCESS
Often I begin a project by producing drawing series, that
is creating material, which I can develop a body of work
Figure 1: First LINE drawing with the wrist
LINE DRAWINGS
During the process of drawing, the connection between
the hand and the drawing tool changes from
unconscious action into a very conscious gesture. In
these drawings, the body as an instrument for drawing
becomes visible, as do its attendant imperfections.
LINES – WRIST, ELBOW, SHOULDER
The conscious and precise use of the joints as drawing
tools produces a variety of shapes. These shapes also
seem to enclose the movement of the body in space. The
images have a dynamic appearance and spatial depth,
due to changes in the body movement and resulting
differences in the transmission of strength and pressure
onto pencil and paper.
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and a trace. In contemporary drawing research this form
of involuntary drawing is referred to as graphic trace,
which “is a hybrid type of representation: it takes from
the index a registration of something unique – an
impress of an individual – while incorporating the
diagram’s abstraction from what is immediately given
in perception.” (Iversen 2012)
Figure 2: LINES Drawing with the shoulder (ink, paper, 1 x 1,3m)
MODELS
The shoulder drawings were scanned and transformed
into grid models and three-dimensional shapes using
rendering software. The lines of the digitalized drawings
were translated into tubes, which define the material
thickness in the production process. Stereolithography is
a technology used for transforming 3D images into 3D
models.
Investigating the act of drawing as an embodied design
process requires looking at how sketching and thinking
are connected. Donald Schön defines “design as a
reflective conversation with the situation” (Schön 1983,
p. 76). He classifies this conversation in three processes:
knowing in action, reflection in action and reflection on
action. Knowing in action can be found in the terms of
tacit knowledge or know-how. In his book “The Tacit
Dimension”, the philosopher Michael Polanyi (Polanyi
1966) points out that there are two kinds of knowledge
in the German language: “Wissen” and “Können”. The
latter refers to knowledge of how to do something. To
act and to know how to do something is a form of
embodied knowledge, which Polanyi calls “tacit
knowledge”. Schön takes Polanyis thoughts further into
a professional context and how professionals think in
action. Reflection in action can be described as learning
by doing. This reflection is taking place during the
action itself and is characterized by a flexible and open
approach to the problem setting. Methods of repeating
and copying – also common in scientific experiments –
are important to the process of reflection in action. After
the process of doing has taken place, there is space for
reflection on action. It means understanding, putting
into words and describing the process. This knowledge
of reflective practice is helpful in finding solutions and
for making the actions fruitful to others. The action
performed in the process of drawing is full of twists and
turns and is seldom experienced in a linear way. But it is
precisely this iterative process, which leads to the
acquisition of knowledge. Sketching is a craft, which
can and must be repeated constantly in order to learn
about how hand, eye and mind are coordinated. The
notion of “knowing in action” can thus be applied to
hand drawing: The act of drawing, performed by the
hand as an embodied process, leads to the acquisition of
knowledge, if it is performed and repeated over a certain
period of time. The results of this learning process can
be perceived as materialized knowledge in graphic
traces.
REFERENCES
Figure 3: Process of Digitalizing a LINE drawing of the shoulder
The models are based on the drawings and can be
understood as spatial interpretations of the movement.
REFLECTION
The act of drawing is performed by the body and
accomplished mostly by the hand, which makes a mark
Iversen, M. 2012: ‘Involuntary Drawing’, Tate Paper
Issues 18, October 2012, London: Tate,
http://www.tate.org.uk/research/publications/tatepapers/index-diagram-graphic-trace [1.4.2013]
Polanyi, M. 1966: Tacit Dimension, New York:
Doubleday & Company.
Schön, D. 1983: The reflective practitioner – how
professionals think in action, London : Ashgate
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AESTHETIC EXPERIMENTATIONS ON
CERAMIC MATERIALS
PRISKA FALIN
AALTO UNIVERSITY
PRISKA.FALIN@AALTO.FI
ABSTRACT
Aesthetics like sound of ceramics is common in the
context of making but not usually presence when
perceiving an object. Most of the material
aesthetics are knowledge of the maker and happens
during the process of making. These aesthetics are
potential material for artistic use. Focusing on the
aesthetics of the ceramic materials I try to develop
new solutions in the context of art. These
experimentations are the beginning of a research
where the goal is to bring out new artistic
potentials from ceramic materials. The used raw
materials are fluxes, feldspar, quartz, colemanite,
cobalt oxide and copper oxide. To give an idea of
material aesthetics more widely, I exhibit with the
test pieces also the sound of crackling flux.
INTRODUCTION
In my practice-led research as a ceramic artist and a post
graduate student I am interested in the material research
that happens in the context of art making. I experiment
with different raw materials searching for artistic
potential through aesthetics. Through my own art
practice and material research, I try to explore the
creative side of the research. I begin with testing
different raw materials (see figure 1.) and continue to
the direction where I experience potential. Test pieces
create points of reflection for the process and material
for discussing the aesthetics of ceramics.
In order to have an understanding how the material
knowledge influence on the perceiving of aesthetics I
gather a focus group to reflect on the test pieces. As a
maker and a viewer from the inside of the process I
invite persons from different areas of expertise. My own
reflection is influenced by the knowledge of the process
and the materials, hence the aesthetic potential can be
discarded without seeing it with the different point of
view. In the exhibition I will provide two commentary
books with guiding questions on materiality and
aesthetics to have constructive comments to work from.
Figure 1: First test pieces with different raw materials
EXHIBITION ITEMS
The work that will be exhibited in Nordes 13 consist of
about 100 different ceramic test pieces and a sound file
that is from crackling flux material. With this work I
introduce aesthetics of ceramic raw material. The used
raw materials are fluxes, feldspar, quartz, cobalt oxide
and copper oxide. The raw materials are fired in a
porcelain or stoneware cup to hold the melting materials
in it and to capture the vaporizing elements of the
materials into the walls of the inner side of the test
piece. The used raw materials are very basic materials
for clays and glazes and most of them are used through
out the history of ceramics. These raw materials have
their own aesthetics as they are and for this exhibition I
have experimented with simple mixing of them to
enhance the natural properties that they posses and
develop through their aesthetics.
Figure 2: Three groups of different materials
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The proximately 100 test pieces I will arrange in three
groups in the exhibition. In one group there will be the
experimentations of different fluxes, in another group
the feldspar and quartz with cobalt and copper oxide
and in the third variations of colemanite and quartz
experimentations (see figure 2.). The three groups are
formed so that the viewer would visually recognize the
material use in different compositions. The test pieces
are to be experience with touching and not only by
looking. Tactility is important to ceramic materials and
gives more information of the aesthetics than plain
visuality. The possible stains can be removed from the
test pieces by firing them again in a kiln.
it required. The essence of the process can be sensed
from the final object.
Tarja Pitkänen-Walter writes in her dissertation about
the happening of painting and the creation of the image.
She emphasizes the understanding of the happening of
making art. “The first part of this happening is between
the artist, the art piece and the being in the world. The
second part with the art piece, the viewer and the being
with the world” (Pitkänen-Walter 2006, p.16). The
experiment of the artefact brings the meaning of art to
the wider audience, but the creative process and
experiential action inside the process are crucial to the
arising form.
The sound of crackling flux is a strong aesthetic element
that enhances the multisensory aesthetic experience
when perceiving the objects. Sound gives the idea of the
process that usually is invisible to the audience of
ceramic items.
The still form of the material is born in the happening of
the making process. The process affects the end result,
although the outside audience can’t retrace it from the
object. The character of the process is projected to the
artefact. The maker is concentrated on the aesthetic
experience while working. Guided by the goals and
senses the process proceeds towards the form and the
realization of the knowledge. Pentti Määttänen writes:
“The detection and the action are being actualized
through physical causal processes. The obvious but less
noticed alternative is that this concrete interaction is
needed so that the thinking can happen”. (Määttänen
2009, p.13).
FOCUS GROUP
From the exhibition in Nordes 2013 I seek for
constructive experience for designing and steering a
focus group. Exhibiting the test pieces that are part of
the on-going material research process and gathering
comments from the audience I aim for insights of the
aesthetical properties that viewers encounter with their
knowledge of the world. In this exhibition I will place
two books with the exhibition work with two areas of
issues: the materiality and the aesthetics. The raised
issues from the exhibition viewers are important
deciding on what kind of the focus group should be and
who would be the best individuals to this focus group
and what kind of steering should be conducted.
In my study I focus on the ceramic material research. At
it best the process of creative making is an experience
where the artist is in a state of flow (Csikszentmihalyi
1997) and the experience have aesthetic quality (Dewey
2005). These experiences in the context of making are
the interests of this research. The aim of the use of a
focus group is to give more insights on to the subjective
process during the research process.
A MEMORY FROM A MOVEMENT IN A
STILL FORM
In the craft processes it is difficult to document the
experiential dimension and distinguish between the
conscious and the intuitive. The process is holistic and
movement and senses are in the core of the making and
creating. The maker acts as an observer and the
experiential knowledge accumulates with active
working (e.g.: Mäkelä 2003, Mäkelä & Routarinne
2006). The material movement in the act of making
from the starting point to the finished form of an artefact
is knowledge of the maker. From the form of the
finished object only those who are familiar with similar
processes can understand the movement and the process
CONCLUSION
The artist’s relation to an artefact differs from the
experience of the viewer. The maker can experience the
process within the artefact. To the viewer the artefact is
constructed in relation to the viewer's experiences with
the world. Thus by exhibiting my ceramic material
experiments, I am seeking for wider perspective of the
aesthetic properties.
REFERENCES
Csikszentmihalyi, M., 1997. Creativity. New York:
HarperPerennial.
Dewey, J., 2005. Art as Experience. New York: The
Berkley Publishing Group.
Mäkelä, M., 2003. Saveen piirtyviä muistoja.
Subjektiivisen luomisprosessin ja sukupuolen
representaatiota [Memories of clay. Representations of
gender and subjective creative process]. Helsinki:
University of Art and Design.
Mäkelä, M., Routarinne, S., 2006. The Art of Research.
Research Practices in Art and Design. Helsinki:
University of Art and Design.
Määttänen, P., 2009. Toiminta ja kokemus.
Pragmatistista terveen järjen filosofiaa [Action and
experience]. The Pragmatic Philosophy of common
sense]. Helsinki: Gaudeamus.
Pitkänen-Walter, T., 2006. Liian haurasta kuvaksi –
maalauksen aistillisuudesta [Too fragile to turn it into
representation]. Helsinki: Finish Academy of Fine Arts.
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INTELLIGENT CLOTHES FOR
EVERYDAY FASHION
MARIE OLOFSEN
IT UNIVERSITY
MOLO@ITU.DK
ABSTRACT
What are the reasons that wearables have not
caught on and why do we hardly see these new
aesthetic and functional expressions outside
exhibitions, conferences, and stage performances?
I propose that one reason is the aesthetic
expression of wearables. Prototypes and
commercially available wearables tend to be
aesthetically and material wise quite far from the
aesthetics and the material (fabric) of the clothes
we normally wear. Many wearabes e.g. use LEDs
as an aesthetic expression, which, however
beautiful it might look, is quite far from what
everyday clothes look and feel like, seeing that
everyday clothes are mostly based on fabric. This
project explores the question: How can we make
wearables that relate to current, mainstream
fashion trends, which is, mostly based on fabric,
and yet still bring new expressions to the table?
INTRODUCTION
Investigating wearables, I have come across many
fantastic ones. Most of them are very elaborate and
intriguing designs, most of them are also designed for
performance or art exhibitions and not so often for a
commercial, mainstream market. I wanted to challenge
this through exploring the materials and the aesthetics of
the design. In order to do so, I worked with design
constraints developed from a review of the wearables
that currently make up the commercial, the artistic and
the research area of wearables.
• The wearable cannot contain LEDs.
• The wearable cannot react to uncontrollable stimuli
from inside or outside the body.
• The wearable cannot be targeted for art or
performance.
• The wearable should be inspired by current fashion
and appeal to fashion- and tech conscious women, age
25-35.
Instead of working with LEDs – which is very common
in the field of wearable and intelligent clothing – this
exploration focused on thermochromic inks that change
color according to temperature. In this case the change
occurs at 27°. Thermochromic inks were chosen
because I wanted the design to be based on fabrics and
because they hold quite a lot of potential in order to
comply with current fashions trends, which, among
other things, are very focused on textile print.
Besides exploring thermochromic inks, the process also
included explorations in pigment inks (inks which does
not change color), conductive thread, heating pads,
transistors, batteries and the LilyPad Arduino – all
elements which are included in the final design.
DESIGN METHODOLOGY
The research was mainly practice led and very inspired
by Linda Worbin’s work described in her dissertation
“Designing Dynamic Textile Patterns” (Worbin, 2010).
Worbin explores new ways and methods of research and
ways of working with new materials such as
thermochromic inks (Ibid).
The design methodology for this project was to explore
the materials, but with guidance by using methods from
fashion such as moodboards and target group. The
design goal was thus not clear from the beginning –
other than resulting in a wearable fashionable design
complying with the above-mentioned constraint. During
the material explorations, the properties of the materials
became clearer and thus also the boundaries and the
possibilities of designing with them. The method used
for the design process was iteration between fashion
moodboards and material explorations as seen in fig. 1.
Design Constraints:
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the inks and fabric, finding out the properties of the
different conductive threads and heating pads was
crucial.
Figure 1 – the design method and process.
MATERIAL EXPLORATIONS
When working with textile design, there are many
design variables, which has to be accounted for, i.e.
color and shape. But when working with thermochromic
inks, an extra variable is the fact that the designer
cannot predict the outcome of the colors, which makes
working with thermochromic inks a bit like working
blind with colors (Worbin, 2010).
I had to develop a test method in order to understand the
changes happening in the thermomchromic- and
pigment inks. I tested three different binders (a binder is
a substrate for the ink) on three different colors of
fabric; black, white and gray. It was done with the same
combinations of pigment and thermochromic colors in
order to register the differences and the pros and cons of
the different background colors and the properties of the
binders (see fig. 2).
The properties of the materials and the evaluation with
the moodboard, revealed that a simple pattern was a
good solution for the final design. Moreover, when the
thermochromic colors resemble the pigment colors in
their cool state, but change when heated, the most
surprising and interesting designs evolved, which seem
to hold the most potential for a fashion design (see fig.
4).
Figure 4 – the same colors in their respective cold (left) and warm
(right) state.
THE FINAL DESIGN
The final design is a feminine shirt, size 38, in the
classic hounds tooth pattern. Since the design is aimed
for the fashion market, it was important to make it
suitable and believable for this, by keeping it up to date
with the current trends, which was done, as explained
above, by the use of moodboards during the entire
process of exploring the materials. The shirt comes in
two versions; one has color changing features on the
pocket, the other on the collar. Color changes happen,
when the wearer buttons the collar or the pocket. This
way, it is up to the wearer whether or not she wants the
shirt to change expression.
FUTURE WORK
Fig. 2 – the first row indicates the top and bottom print and the mix of
inks. The second row is what the print looks in it’s cool state and the
third row is what the print looks like in it’s warm state. Some inks
change a lot, some do not change at all.
The explorations proved, that the design would have to
be done on a white/light piece of fabric in order to get a
final design which was aesthetically pleasing for a piece
of clothing – bright, clear colors and a soft surface
At the same time as testing the inks, I was testing
different conductive threads and heating pads. In order
to design a suitable match between the thread, the pads,
1) Explore materials with color changing properties in
aiming at designing a wearable with overall changeable
visual expression
2) Explore how the wearer can be in complete control of
the expression on the wearable even when in a warm
environment, maybe by using other color changing inks
or inks that change at a warmer temperature than 27° C/
80.6 Fahrenheit.
3) Explorations into power options. Next prototype use
Heatit°C, an open-source electronics platform currently
being developed, which can precisely output high
current.
4) Further xplorations into how fashion methods and
material explorations can be combined.
REFERENCES
http://www.heatit.cc
Worbin, L. 2010. Designing Dynamic Textile Patterns,
University of Borås Studies in Artistic Research
no. 1, 2010, University of Borås.
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BUILT DRAWINGS
D. A. SCOTT
UNIVERSITY OF MANITOBA
Deborah.Scott@ad.umanitoba.ca
ABSTRACT
Digital fabrication technologies have the ability to
confound ideas of control and indeterminacy. Apt
to produce sterile and “perfect” forms, computergenerated constructs are finding their home within
art and design communities-perhaps as mediator
between concept and product. Although laser
cutters are commonly employed to provide
precision and controlled outcomes, I experiment
with the indeterminate visual and structural
potential in material layering and laser cut
drawings on/in surfaces in order to better
understand the potential of the tool and its
tangential applications.
BUILT DRAWINGS: DESIGNING WITH
CERTAIN UNCERTAINTIES
Figure 1: Hive II, 4’x4’x1”, Baltic Birch plywood, wax, gesso, paint,
Ash, 2012
Hive I (Catching Fire) and Hive 2 (Sit, Weep and Seep)
are a part of a series of drawings that explore
compositions that vacillate between determinate and
indeterminate images and processes. My laser-cut
drawings start with essential imagery and symbols such
as the traditional school chair. This provides the
determined framework for a composition and a fertile
conceptual basis on which to build and test the effects of
specific materials and tools. The laser-incised contours
become substrates for subsequent surfaces that are
mediated through layers of materials that include gesso,
wax, paint and graphite. By embedding foreign
materials and three-dimensional objects into the voids
that sometimes result when parts fall away within the
cut surfaces or by removing cut elements of the
drawings and reinserting them at varying elevations, the
notion of “building” the drawing is explored.
While assemblage as an approach to the generation of
art and design is nothing new, it is this notion of
technological cutting as mark-making and also its
association with construction/architecture (plywood,
metal, acrylic, felt) that causes me to view drawing
specifically as a building-oriented activity. The tactile
nature of this work operates to create drawings that
allow me to literally feel the dimension in twodimensional surfaces—and the intended potential
consequence of the conflation of construction methods
with image-making.
Although laser cutters are commonly employed to
provide precision and controlled outcomes, my
objective in this current series of drawings is to engage
such tools to generate opportunities with which they are
not usually associated: indeterminacy and randomness.
The density of the marks and their alignments and
misalignments, in combination with the erratic nature of
certain materials when exposed to intense heat, result in
drawings that behave in unpredictable ways. Artist Siân
Bowen describes the inevitable depressions, cut
surfaces, and other types of mutilations that occur
through drawing processes as “creative damage” and
she reminds us of the conceptual and visual richness
that this type of impairment can add to the meaning of
drawings (Bowen 2009). It is the ability of the laser to
draw—the range of the width and depth of its marks and
cuts and their inherent three-dimensionality—and the
experimentation that its associated technologies
contribute to fabrication processes that I explore in my
work.
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prime venues for testing established roles for art and
design, tool and material, and process and product.
Figure 2: Hive II, 4’x4’x1”, Baltic Birch plywood, wax, gesso, paint,
Ash, 2012 (detail)
In addition to experimenting with the laser cutter’s
mark-making potential and its use to generate an
unstable or unpredictable outcome, my creative work
also includes experimentation with mimicking the tool’s
influence over a range of materials through hand-held
methods. In Hive 2 (sit, Weep and Seep), I perform, at
least in part, like a laser myself, by passing a torch
flame back and forth across the gessoed surface,
allowing the melting wax to wick and find areas of
weakness in which to pool to create a pointillist
composition of black dots that imply the presence of the
chair images. The insertion of a small-scale handcrafted three-dimensional chair simultaneously
differentiates and mediates the transitional relationship
of two- to three-dimensional qualities in the
composition; a concept that is essential to the
relationship between drawings and building processes.
These works are a part of my current studio practice in
which I move between the languages of design, craft
and art. Influenced and inspired by traditional
approaches to material manipulation, I am interested in
how established crafting practices and developing
technologies impact art or design productions. Design
disciplines embody ideas deeply rooted in the concept
of communication, function, aesthetics and the human
experience. Since Marcel Duchamp introduced us to art
such as The Fountain (a urinal exhibited as a sculpture),
art practice has taken refuge and found identity in the
indeterminate outcome- a place where concept rules;
where meaning and intent take precedence over the
corporeal product. Years later, David Hockney
proposed the idea that “art has to move you and design
does not, (unless it’s a good design for a bus)”
(Thompson 2004, 07). This notion suggests that while
the two creative disciplines may share essential
resources and influences, the outcomes, based on
determined functions and methods, are dynamically
different in how they communicate. New technologies
and materials have the ability to confound these ideas
and I propose that computer-generated forms best find
their home within art and design communities as
mediators between concept and product. They provide
My approach to the three-dimensional nature of a
drawing produced through the use of a laser cutter
accentuates that understanding and expressing the depth
of the base material is critical. In traditional drawings,
most if not all, marks reside on the supporting material’s
surface, but I experiment with and explore the depth of
the plane- both implied and real. It is not so much the
laser’s ability to make its contouring cuts accurately as
it is its ability to vary and control the depths of its cuts
through or into the base material that makes it an
interesting drawing tool. And because in the case of a
material like plywood that flexes, swells and shrinks
when heat is applied, controlling the depth and intensive
of the laser and observing its effect on the material
makes what might be thought of as an automated
process highly participatory and experimental.
I commit to the idea that the relationship between
drawings and three-dimensional forms must extend
beyond end product comparisons into the comparative
analysis of process and materials. Rethinking
dimensionality can help maximize and extend
expectations for what a tool like a laser cutter can dobalancing the determinate and indeterminate results that
are necessary for innovative design.
Figure 3: Hive I, 4’x4’x1”, Baltic Birch plywood, beeswax, gesso,
2012
REFERENCES
Bowen, Siân. 2009. “Cutting Edge: Lasers and Creativity
Symposium,” Loughborough University.
http://cuttingedgesymposium.com/pdf/sian-bowen-paper.pdf.
Accessed May 27, 2012.
Thompson, Paul Warwick. 2004. “Foreword.” In Design ≠
Art, ed. Barbara Bloemink and Joseph Cunningham, 7.
London: Merrell Publishers.
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BEDTIME STORIES: WEAVING
TRADITIONS INTO DIGITAL
TECHNOLOGIES
KRISTI KUUSK
OSCAR TOMICO
EINDHOVEN UNIVERSITY OF TECHNOLOGY
EINDHOVEN UNIVERSITY OF TECHNOLOGY
K.KUUSK@TUE.NL
O.TOMICO@TUE.NL
GEERT LANGEREIS
EINDHOVEN UNIVERSITY OF TECHNOLOGY
G.R.LANGEREIS@TUE.NL
ABSTRACT
Bedtime Stories is a proposal for a long-lasting environmentally, economically and societally
sustainable smart textile service. It is a set of
woven bed linen with images that can be
recognized by a custom made fairy-tale
application. This new way of story creation is an
opportunity to share personal experiences and pass
sharing, quality pursuit, local production and design for
longer time would make the textile product act naturally
in a sustainable service system. How technology can
enrich the apparel world by making it possible for
textiles to adapt people’s desire for constant change. It
is carried out using a research-through-design approach:
a process in which scientific knowledge is generated
through, and fed back in consequent cycles of designing
and building (Hengeveld 2011), and that the desig act of
creating prototypes is in itself a potential generator of
knowledge (Stappers 2007). The knowledge on how to
create sustainable smart textile services is extracted
from the two iterations of the project.
that wisdom through generations. Therefore
contributing to a better quality of life.
Bedtime Stories is part of a research-throughdesign project. It involves crafts (methods and
values) in the environmental load of textiles and
garments production, selling, wearing and
disposing area. Multiple iterations of Bedtime
Stories gives insight into how we have been
"weaving" traditions together with digital
technologies.
INTRODUCTION
Bedtime Stories (see figure1) serves as a case study for
exploration of how crafts and craftsmanship way of
working (Sennett 2008) could contribute to smart
textiles growing into a societally sustainable field as an
alternative to the fast fashion. It explores how
techniques and approaches such as weaving, story
Figure 1: Bedtime Stories by Smart Textile Services: TU/e, Unit040,
Johan van den Acker Textielfabriek, Studio Toer.
Bedtime Stories consists of a pillowcase and a blanket
made from a durable textile that is designed and woven
in the Netherlands and an accompanying iPad to see the
augmented reality hidden behind the layer of
technology. The technology makes use of image
recognition algorithms, which make it possible to
recognize certain patterns and images in the textile.
When moving over the pattern with the camera of the
iPad it recognizes and connects to certain objects in the
story that are visualized in an augmented layer. This
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creates interaction possibilities between digital and
physical worlds. When a woven symbol (for example a
flower, a wolf or a grandmother in the setting of the
Little Red Riding Hood fairy-tale) on the fabric is
scanned and recognized by the tablet computer held by
the storyteller, the child can play with the textile to
manipulate the digital visual.
A linear way of reading from a book is replaced by
customized experiences. The parent can create his own
story using inspiration from the fairy-tale but adding his
own elements, characters and experiences to it in a
digital or physical layer. Personal values get transferred
together with the cultural meanings and the product very
exquisitely becomes part of a combination of product
design with service elements to contribute for a more
sustainable smart textiles field.
ITERATIONS
Bedtime Stories is a project developed further from QRcoded traditions (see figure 2), that is a set of pillows
embedded with embroidered folkloric Quick Response
codes that explore how new ways of communicating can
be a way towards sustainability in the fashion field.
Cultural information is shared by storytelling in several
layers enriching interaction between generations and
within families. (Kuusk et al. 2012) While traditional
quality-aimed technique, such as embroidery is long
lasting and static, the digital layer connected to it
provides an opportunity to the textile product to act in a
service system to stay updated and remain interesting
throughout time - therefore enabling sustainable way of
thinking for garment and textile areas.
The second iteration, worked further in collaboration
with industry partners - Bedtime Stories - incorporates
also values added by the group of partners, such as new
weaving technique, augmented reality realization and
commercial opportunities. This prototype has been
developed to validate the concept of storytelling through
image recognition and human interaction with textile. It
served as a tool to create a common language between
industry partners, academia and creative parties.
(Bhömer et al. 2012)
REFLECTIONS
Niinimäki suggests that the most promising sustainable
design strategy is the combination of product design
with service elements: Product Service Systems
strategies are therefore a future path to proactive and
sustainable design (Niinimäki, 2012). While the woven
cloth can be part of a family for years, the stories can
change throughout the children growing, seasons, mood
and so forth simply by downloading an update. Or the
business model might even support proper care taking
of the sheets and provide customers an opportunity to
change them in time. It would be a similar approach to
lending books from a library. This would force the
responsibility and desire for pursuing good quality and
careful cleaning of the product back to the producer and
service provider.
REFERENCES
Kuusk, K., Tomico, O., Langereis, G., Wensween, S.
2012. Crafting smart textiles - a meaningful way
towards societal sustainability in the fashion field?,
The Nordic Textile Journal, Borås, CTF
Publishing, pp.7-15.
Bhömer ten, M, Tomico, O., Kleinsmann, M., Kuusk,
K., Wensveen, S. (2012). Designing Smart Textile
Services through value networks, team mental
models and shared ownership. In: Proceedings of
ServDes.2012: Service Design and Innovation
Conference. Espoo, Finland 8-10 February 2012.
Hengeveld, B. 2011. Designing LinguaBytes a tangible
language learning system for non- or hardly
speaking toddlers, Eindhoven, PhD thesis,
Eindhoven University of Technology, ISBN: 97890-386-2533-1.
Figure 2: QR-coded traditions: a pillow carrying a fairy-tale
associated to the traditional colours and symbols of a specific place by
Kristi Kuusk (Kuusk et al, 2012).
QR-coded traditions started from a traditional
background carrying local values about time, details,
fairy-tales, family and sustainable living. It was a
personal exploration of the author, try-outs without a
specific goal in mind that led to the development of the
initial prototype.
Niinimäki, K. 2012. Proactive fashion design for
sustainable consumption, The Nordic Textile
Journal, Borås, CTF Publishing, pp.61-69.
Sennett, R. (2008). The Craftsman. New Haven &
London, Yale University Press.
Stappers, P. 2007. Doing research as a part of doing
research, Design Research Now, Board of
International Research in Design 2007, Birkhäuser
Basel, pp 81-9.
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THINKING THROUGH DRAWING:
SITES OF EXCHANGE
BELINDA MITCHELL
TRISH BOULD
PORTSMOUTH UNIVERSITY
DRAWINGPLACE.CO.UK
BELINDA.MITCHELL@PORT.AC.UK
TRISHBOULD@GMAIL.COM
ABSTRACT
Drawing is like note taking it creates an embodied
dialogue between thought, hand and paper, it makes
explicit the way we think and view the world from our
disciplinary perspective and our human experience; it
creates an active engagement between ourselves and the
world. This work uses drawing as a site of exchange to
document a conversation between a visual artist, a
spatial interior designer, and archaeologist. The
conversation was notated through diagrams, written
notes, photography and drawing. The work opens up
practice based methods through the to and fro of
conversations to reimagine representations of interior
space.
things; objects, threads, maps, elastic, a teapot, books,
they were ordered and reordered in relationship to each
other. The work was used as a starting point for an
archaeologist, interior designer, and the visual artist to
have a conversation of, express their disciplinary views
and to make drawings with, it acted as a starting point
for discussion. The discourse attributed value to interdisciplinary exchange and recognized variations in the
way we perceive, look and read things.
DESCRIPTION
The work will be presented as photographs printed on
transparent film and fixed onto 2 no sheets of clear
picture glass. The 4 mm picture glass will be held in a
hardwood ledge. The images will be presented back to
back so they can be viewed from either side, there will
be a 20 mm gap between the glass. The work will need
to sit on a table top to be read from a sitting position.
The total size of artwork: width 550, depth 200 mm,
height 450 mm. There will be a 20 mm gap between the
glass sheets.
The images were taken in response to the conversations
and discussions around an artwork, they were taken by a
spatial interior designer with a visual arts practice, the
installation, Things of Value, was originally created by a
visual artist with a background in weaving who is now a
curator. The archaeologist is now a curator for City
Space Gallery, where the artwork was exhibited. The
images create an enmeshment with the site, the viewer
and makers, creating an on going narrative.
THINKING THROUGH DRAWING SITES OF
EXCHANGE
The ‘Value of Things’ was an exhibition that took place
in The City Gallery, Winchester Discovery Centre in
June 2011. The project started with an installation
created by the artist. It was made up of a collection of
Figure 1: Entanglements, ‘The Value of Things’.
A glass cabinet held the collection and formed a
framework through which the work could be
interpreted, it transformed the collection of objects into
a material landscape creating distance and offering fixed
viewpoints through which to engage. The discourse
continued with the spatial interior designer making a
drawing from her disciplinary perspective through the
language of plan and elevation. The archaeologist drew
on top of the plan mapping inclines, angles and defining
features with a coded syntax of lines and tapered marks.
The archaeologist read the site through the process of
stratification, examining the soil, and finds in the
reverse order within which they were deposited.
For the artist the ‘drawing’ was an actual method of
working, a way of gathering and testing. Arranging the
landscape of objects and in drawing with drawing with
pen and pencil, the artist drew together and made
relationships between components by seeking out visual
links, assessing gaps and content. The connections set
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up routes, paths, foot ways across the work, moving in
the gaps and spaces between objects across fields within
and outside of the work.
Common language emerged from of the site such as,
field, space and place, time, object, and find. The
language of archaeology of unearthing, cuts, digging,
marking, became metaphors for thinking through the
artwork and the objects within the cabinet, the personal
histories, and the sensory memories they contain. The
cabinet acted as a domestic interior with objects filling
the space, archaeology operated as a way of digging into
the work, to bring forgotten material to the surface to
make new histories.
During the drawing and the toing and froing of
conversation, the soil, the ground line, the plan, section
and elevation became key points in the exchange and
discussion, the archaeologist wanting to know where the
ground line was, the artist wanting to understand the
terminology of soil- what did soil represent? What soil
existed beneath the surface? The designer looking to
put trial holes into the ground to understand the soil
beneath. The books became the soil, the archaeologist
drew in plan a circular diagram sliced into quadrants to
delineate an area to make a cut.
The dialogue opened up fragments of exchange and
visual documentation in relation to practice based
research, referencing Ingold and Latour. The soil
represents the material discussion, the material the
archaeologist works with searching for finds, it
represents the actual material for the artist and interior
designer. We are interested in the ‘the gap between
words and the world’ (Latour 1999) and how as Latour
in his essay ‘Circulating Reference, Sampling the Soil
in the Amazon Forest’ demonstrates that these are not
two separate ontological domains but a new
phenomenon, the ‘circulating reference’ (Latour 1999).
The discourse questioned how the interior might be reimagined using archaeological processes as a model for
thinking and metaphor to work with. The Harris
matrix, an archaeological tool, emerged through the
process as a way of thinking through space and time, the
mapping of interlocking events offers an exciting
potential when thinking through past, present and
future. These layers of information are inputted into the
Harris matrix, a tool that enables stratification problems
to be unified on site as part of an on going process of
discussion and reflection during the excavation.
The toing and froing of conversation, the materiality of
the work, the actions of doing and making materialized
new practice based methods for engaging with the
interior. Art practice brings a dialogue of visual and
material experimentation opening out conventional
representation and drawing practice in interior design.
The artwork enabled the interior to move away from its
location within architectural representation to shift to a
location within art practice and archaeological process.
The conversation materialized a method for working
with the interior through a material model. The
exchange moved between viewpoints forming knots and
entanglements both within and between us forming ‘a
meshwork of interwoven lines of growth and movement.’
(Ingold 2008) where knots have threads that ‘trail
beyond, only to become caught with other threads in
other knots.’(Ingold 2008)
Drawing is a process that enables us to draw together, to
collect, to draw in, the to and fro of the process, the
conversation, notes, diagrams, and photographs make
visible how we think and experience the world. The
artwork acted as a site of exchange to research and
make explicit our disciplinary and human experiences,
through the discipline of the other. Practice based
research offers the possibility to gather together a new
economy, a different set of enactments with which to
design, to potentially shift methods of practice,
perception and representation of interior space.
REFERENCING
Latour, B (1999) Pandor’s Hope, Essays on the Reality
of Science Studies, Havard.
Tim Ingold, ‘Bringing Things to Life: Creative
Entanglements in a World of Materials” ESRC National
Centre for Research Methods NCRM Working Paper
Series, July 2010 working paper series.
http://eprints.ncrm.ac.uk/1306/1/0510_creative_entangle
ments.pdf, accessed 26 Aug 2011
FIG 2, Archaeological process, the Harris Matrix,
COLUMNS ON THE FINAL PAGE SHOULD BE OF EQUAL LENGTH
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ABORT N’ GO. DESIGNING FOR
WOMEN’S RIGHT TO AN
AUTONOMOUS ABORTION.
CRISTINE SUNDBOM
KONSTFACK
CRISSY.S@GMAIL.COM
ABSTRACT
ABORT ‘n GO is a design project within the
crossing boundaries of critical design and
industrial design. The aim of this project was to
investigate and problematise the contemporary
discourse on abortion in Sweden by using design
as a discussion tool. (Sundbom, 2009) The design
concept, a home a abortion product, is based upon
conducted in-depht interviews and a study by
Anneli Kero. (2005) Keros study concludes that
67%, ie. the majority of women felt a relief after
the abortion, but that they didn’t feel free to
express positive feelings. (Kero, 2005) The
abortion discourse in Sweden is problematic since
it’s infected by double norms that may cause
feelings of guilt and shame by women having an
abortion. The abortion right is built upon
conflicting standpoints; one is that women have
right to have an abortion, without being
questioned. Second is the notion that abortion is
something that should be avoided, implying that
you’ve done something wrong if you have had an
abortion. (Socialstyrelsen, 2005, Bacchi, 1999)
With the home abortion design concept I wanted to
explore and discuss the possibility of women
having full autonomy over an abortion, ie. their
own bodies. By combing insight from the
interviews with the sketching process, a compliant
and non threatening form was developed. The user
interaction with the form carries haptic qualities,
since the procedure position makes it difficult to
rely on a visual interface. Since the purpose was to
initiate a discussion on abortion, an interactive
graffiti wall was included in the concept,
encouraging visitors at the Konstfack Spring
Exhibition to participate in the discussion. The
comments from the wall were later included to the
design concept in a sound installation produced in
collaboration with Niklas Sandberg for the Design
Biennale in St Etienne.
(http://www.biennale2010.citedudesign.com/
download/Pour_les_experts.pdf, p.4)
(https://soundcloud.com/reclaim-the-tant/abort-ngo-produced-by)
Figure 1: Abort ’n Go with VETO home abortion product.
DESCRIPTION
BACKGROUND
According to UN’s declaration on human rights: ”All human
beings are born free and equal in dignity and
rights..” (Regeringskansliet, 2006) The written formulation
born, is important for women’s human rights. In Sweden the
”free” abortion right has limitations, both by limiting the right
with a time limit. Abortions are also controlled by the state.
After week 18, the unborn fetus has prioritised rights over
women. (SOFS, 2004) The idea of the right of the fetus, is
inherent in an abortion policy that implies that abortions
should be minimised and carried out only in exceptional
circumstances. (Bacchi, 1999) What consequenses have the
time limit restriction have on on women’s citizenship?
(Poposka, Beti, 2006) Does it affect the view on early
abortions?
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WE HAVE ”FREE ABORTION”-WHAT’S THE PROBLEM?
Abortion is viewed upon as a right, that should be avoided,
and only to be used as a last option. (Socialstyrelsen, 2005)
(Bacchi,1999) This view that abortion is wrong, and should be
avoided, has subsequent affects on how women experience an
abortion. A woman in Kero’s study asked: .”Am I inhuman to
only have felt relief after the abortion?” I conducted two indepht interviews, and several short interviews/discussions with
women. One woman I interviewed felt that the staff wanted to
punish her. She also told me that she felt questioned and
stigmatised by the doctor about having an abortion This led to
a situation where she didn’t dare to tell that the doctor that it
was her second abortion. A nurse I spoke to told me about a
woman who were having her third abortion at the hospital.
When the woman was sedated during the abortion procedure,
the staff, glued a condom on her stomach, to punish her, in
their view, unacceptable behaviour!
else replying with: ”Not all women are happy with their
children either.” Abortion is still seen a controversial topic,
especially when it’s argued as an autonomous right, without
intervention from the state or anyone else. Abortion is seen as
a right with restrictions, which creates the double norms and
Figure 3: User-scenario.
Figure 2: The double norms on abortion.
The women I interviewed expressed that they felt stigmatised
by the doctor and other hospital staff. Women take well
grounded decisions when having an abortion. (Kero, 2005)
(Aléx, 2004) Still, abortion is seen as an anomaly, carried out
by young, single, unemployed women, when de facto 40% of
women having an abortion are over 30 years old, living in a
relationship. Despite that, abortion is portrayed to be a
emergency solution for certain ”risk groups”. (Kero, 2005)
RESULT AND DISCUSSION
The home abortion product was designed with the purpose of
giving women full autonomy when having an abortion. The
form is designed with a form direction that is not experienced
as a threat. The interface is haptical, since the procedure
position makes it difficullt to use a visual interface. The
interface form is inspired by the anual rings of a tree, which
symbolises that it’s an important decision in most women’s
lives. It was named Veto, to empower women’s bodily rights.
The technology is fictive and inspired by a feminist abortion
method called menstrual extraction. It is originally a manual
aspiration method that has been altered to a fictional high tech
method to fit the design concept. It’s an alternativ to an
aspiration abortion. There aren’t enough rescourses in Sweden
to provide early abortions for all women. (DN, 2007) This
product would make it possible for women to be in charge of
the whole procedure. Following the discussion on the wall,
there was a great interest in discussing these issues. Some
people greeted this product. ”Cristine, I would have used it
three times!” and ”I wish this product existed now!”.
Statements that were critical on the design concept included: ”
It’s not as easy as it seems, with all the white and designed. It
makes me sad.” There were also comments suggesting that
”Not all women are happy with their abortions!” and someone
the risk of putting guilt and shame on women. This was also
debated on the wall, one person wrote: ”Veto-what a great
name! Women should have veto rights over their bodies.
Women should have the right to have an abortion when, how
and of what reason they choose.”
Figure 4: VETO home abortion product in a side -view
The aim of the project was not just to design an alternative
product solution, but also to problematise the double norms of
the abortion discourse in Sweden. The strenght of using an
artifact as a discussion tool is that it’s tangible. The interactive
graffiti wall initiated a discussion on the topic outside of the
mass-medial context. With Abort n Go, the design process
started from a standpoint, and subsequently resulted in a
discussion.
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LITTERATURE
Aléx, Lena/Hammarström, Anne, 2004. ”Women’s
experiences in connection with induced abortion-a feminist
perspective.” in: Scand J Caring Sci, 2004;18;160-168
Bacchi, Carol, 1999 Women Policy and Politics, SAGE
Publications.
DN, 2007. “Fem veckors väntan på abort” i: http://www.dn.se/
nyheter/sverige/fem-veckors-vantan-pa-abort-1.453199,
2007-02-28
Kero, Anneli (2005) “Abort - en tabubelagd rättighet..” in:
Läkartidningen, nr 48, s.3678. http://www.lakartidningen.se/
07engine.php?articleId=2611
Johansson, Gunilla; Hedlund, Harriet; Fransson, Marita;
Lundberg, Janeth, 2009, DN-Debatt”Gratis p-piller minskar
inte antalet aborter” 2009-07-15. http://www.dn.se/debatt/
gratis-p-piller-minskar-inte-antalet-aborter
Regeringskansliet, 2006, ”FNs Konvention om de mänskliga
rättigheterna”s.4, egen kursivering. http://www.un.org/en/
documents/udhr/index.shtml
Poposka, Beti, 2006, ”Women and abortion: liberal citizenship
or patriarchal regulation? in Women in Welfare Education,
Volume: 8 Digital version: http://www.freepatentsonline.com/
article/Women-in-Welfare-Education/165971627.html
Socialstyrelsen, 2005. ”En jämförelse av aborter efter 18:e
graviditetsveckan mellan år 1987 och 2002.
Sundbom, Cristine, 2009 Abort n Go. Med fullständiga
rättigheter, BFA projekt, Konstfack. http://konstfack.divaportal.org/smash/record.jsf?pid=diva2:430031
FNs Konvention om de mänskliga rättigheterna,
Regeringskansliet, 2006, s.4, egen kursivering.
“1 § Enligt 3 § abortlagen (1974:595).... Enligt samma
paragraf får tillstånd till abort inte lämnas, om fostret kan
antas vara livsdugligt utanför livmodern”, SOFS 2004:4, sid 4
SOFS 2004:4, sid 4
http://www.biennale2010.citedudesign.com/download/
Pour_les_experts.pdf, p.4
https://soundcloud.com/reclaim-the-tant/abort-n-go-producedby
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498
TYPINGLOT
ATIF AKIN
RUTGERS UNIVERSITY
ATIFAKIN@GMAIL.COM
ABSTRACT
formal documentation or exploration. However in a
TypingLot is an ongoing project about urban
field like typography which is often 2D and very
typography. Project consists of a collection of type
photographs showcased online at http://
typinglot.com and a software which allows its
users to typeset by using the letters in this
compositional, photography can be a major tool not
only for documentation but also formal investigations
and categorizations. One can ask why represent
something 2D on a 2D plane and the question would be
quite legitimate if the discussion was about publication
collection. There are more than thousand type
typography. In the case of TypingLot subject matter is
photographs in the collection taken in urban
urbanscape and the types documented are rarely on a
environments mostly in the New York and New
reproducible surface. The only way to represent those
Jersey area. New Orleans, San Francisco, Helsinki,
types seems like photographing.
Istanbul, Ankara and Izmir are some other cities
happen to be presented with a small number of
types in this collection. TypingLot enrolls amateur
type design in a serious manner, thus
In the history of photography, especially in the U.S.
there are inspiring works by William Eggleston, John
Margolies and Lee Friedlander which displays types in
acknowledging that society's visual and material
the photographic medium. Eggleston's mature work is
culture is not solely the product of professional
characterized by its ordinary subject-matter. As Eudora
design activity. Also, at an ideological level street
Welty noted in her introduction to The Democratic
is beautiful. What makes the typographic life on
Forest, an Eggleston photograph might include "old
the street more beautiful than a designer or
tyres, Dr Pepper machines, discarded air-conditioners,
typographer's screen are the transformations of
vending machines, empty and dirty Coca-Cola bottles,
type due to material being used, or the texture, or
torn posters, power poles and power wires, street
mis-applications, implementations by the crafts
man. More specifically about this project, slight
bulges caused by the photographic distortions are
also added to these imperfections.
ON TYPINGLOT
barricades, one-way signs, detour signs, No Parking
signs, parking meters and palm trees crowding the same
curb." So, often times even if he did not mean to
document solely type, he could not escape the
appearance of type in his photographs. Similarly John
Margolies' Roadside America, road side signs are a very
Typologic and photographic surveys in typography
important aspect of his Americana landscape. Still
research are very common practices. In fact, often times
Margolies' focus is very suburban and too wide to
in design research photography is used as an
isolate type. Urban scale is more reflected in Lee
observation tool to define a problem rather than a
Frielander's work which includes shop-window
reflections, posters and signs, which tend to compress
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spatial depth, however he is always very much more
survey. In the case of general use of Instagram, the main
interested in the character and this is an overriding
purpose of this formatting should be about streamlining
factor to recognize type in his work.
photographs sent from various different social contexts.
However the use of Instagram did not have anything to
do with social publicizing of these types which are shot
In the urban scale, it is hard to find a well rounded
on the streets but it was more about geographically
collection rather than scattered bits and pieces of
tagging and instantly cropping them to a square format.
photographs of certain types. However Paul Shaw's
In TypingLot the type is isolated so not only the context
urban lettering walks which are day tours, dedicated to
but also even not the kerning can be observed.
seeking out beautiful, odd and intriguing examples of
lettering in the streetscapes of a single city are the
example of this kind of an endeavor one of a kind. In his
In the future, project may evolve into a more
body of work the traces of his urban research is seen
participative phase in which TypingLot may serve as a
apparently. Also he documents types, color, kerning,
global tag for typophilies around the world and the
texture, composition… almost all typographic concepts
collection can be opened to participation of masses.
can be studied on his photographs. His research areas
Metadata such as time, location , etc., that these digital
encompass a wide range of different materials such as
photographs contain, would be the key strength of this
gravestones to store signs, from urban way showers to
database. Over the time, various other interfaces may be
commercial publications. Obviously his work is an
designed in terms of timeline or geographic distribution
important evidence to justify the efforts of TypingLot in
of the types to serve to typography researchers from all
the research realm.
over the world.
TypingLot enrolls amateur type design in a serious
manner, thus acknowledging that society's visual and
material culture is not solely the product of professional
design activity. Also, at an ideological level street is
beautiful. What makes the typographic life on the street
more beautiful than a designer or typographer's screen
are the transformations of type due to material being
used, or the texture, or mis-applications,
implementations by the crafts man. More specifically
about this project, slight bulges caused by the
photographic distortions are also added to these
imperfections.
TypingLot started in January 2012 on Instagram, a
photo sharing platform for mobile media. Visual style of
Instagram with its rigid square format and color
correction filters which streamlines the light on various
photographs implies a typologic depository. This was
one of the inspirations for a typologic typographic
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NORDES 2013-EXHIBITION: ‘AN
ARCHITECTURALLY BRICOLAGED
NARRATIVE OF TRANSIT’
ANNELIES, ALICE DE SMET
RESEARCHER & TEACHER AT
LUCA SCHOOL OF ARCHITECTURE,
BRUSSELS & GHENT
ANNELIES.DESMET@LUCA-ARTS.BE
ABSTRACT
Nordes2013-exhibition gives me the opportunity to
present a part of my on-going PHD research. The
research project ‘Wandering off in the urban: to move
towards being moved’ is practice based, experimental
and situated on the intersection of architecture and
visual art. Through the production of multisensory
impressions I wonder how we can set up a dialogue with
that spatio-temporal entity, what we call ‘the
environment’, that subjects us to an -all too often
unnoticed- palimpsest of spheres. For Nordes2013exhibition I will present part of an artistic/design
communication-model that includes the communication
of its reflections on: how to deal in the perception of an
urban environment with the silence in the audible, the
invisible in the visible, the absence in the presence?
DESCRIPTION
‘An Architecturally Bricolaged Narrative of Transit’ is a
specific artistic/design communication-model developed
for my research in order to test and communicate how
we can experience, notice and discuss ‘absent aspects’
of the urban environment.
Since ‘the absent’ is not given ‘as such’ it is to be
understood as a potential and hard to grasp process of
‘becoming’. This process of becoming is part of the
fundamental architectural experience of traversing and
moving, wandering through space. The natural pace of
wandering allows to perceive the changes in the
surroundings and to react upon them. Hence, walking in
particular seems an appropriate way to study absent,
sensory phenomena.
Therefore this communication model starts from a
collection of responses (as drawing, notes, video and
photo captures…) made while walking through the city
of Charleroi (Belgium).
documental perspectives on ‘the experience of transit by
walking’ in order to bring multiple points of view
together.
The model operates different media (i.e. drawing,
writing, photo, video, sound, animation, modelling,
video performances) and is a form of low-tech
assembling and analogue-poetic thinking (see fig.1-2).
Above all the model is elaborated in order to bring more
sensuous, tactile, ephemeral and imaginative aspects of
the urban environment into account through dialogue
with an audience.
For Nordes2013-exhibition I would like to optimize the
model and present it in a research context. The model
develops a concrete artistic/design event (see fig.3) in
the form of video-performance of 20 minutes. During
these 20 minutes I’ll invite the public to wander freely
through four intertwined parts of my performance:
- the textual part is present by the visual projection of
written text versus spoken words through speakers. This
text is as a dialogue between myself and a critical alterego on ‘the experience of transit’ by walking through
the urban (see fig.4);
- the screened-performance part consists of live made
collages and drawings under a video camera. This
performance is a visual improvised reaction on the
textual part and the ‘here and now’ of the event. In other
words this performance is exemplary for ‘acting on the
spur of the moment’ which is a key element in
responsive walking (see fig.5);
- the video-fragment part displayed on a small monitor
will show a collection of images made during walks
through Charleroi as a search to ‘the invisible in the
visible’ (see fig.6);
- the animation part also displayed on a small monitor
expresses a meta reflection on the communication
model as a whole by a new set of drawings (see fig.7)
‘An Architecturally Bricolaged Narrative of Transit’
combines and mixes autobiographical, fictional and
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AFTER THE ACT
This bricolaged environment is based on ‘spatial
montage’ (Huberman, 2010) as: a spatial and
knowledgeable form of space. Developing a moving and
walking mind-set (for the public) in this spatial montage
aims to intensify the experience and consequently
understanding of the environment. The public is
challenged to enhance an architectural awareness of the
possible transit(ions) of space and will be asked to
express its impressions after the presentation.
My presentation considers a changed notion of
‘experiment’ in art and architecture. Experiment is
understood as being above all relational. The
experiment lies is the perpetual comparison between
‘what is created’ and what is ‘the reflection (reaction)
on the created’, which the public can acknowledge and
sustain during the dialogue after my presentation.
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ENERGY BABBLE
TOBIE KERRIDGE, LILIANA OVALE, MATTHEW
PLUMMER-FERNANDEZ, ALEX WILKIE
ABSTRACT
Energy Babble is something like an internet radio
appliance, designed for domestic and public spaces
and dedicated to the topic of energy demand
reduction. The devices are networked, drawing
content from online sources and allowing
responses using a built-in microphone.
GOLDSMITHS, UNIVERSITY OF LONDON
T.KERRIDGE@GOLD.AC.UK
development, the devices will be given to the initial
fieldwork subjects and others, for a period of further
investigation focusing on the deployment of the
platform.
The Nordes exhibition is seen as an opportunity not
only to show and discuss the final device, but to show
material relating to those phases of development
described briefly above. We welcome a conversation
with curators about how to shape a format that is
sympathetic to other exhibitors, and which helps
establish the theme of the event.
DESCRIPTION
A batch of 30 devices will be installed at domestic and
community sites around the UK for a number of months
during the spring and summer 2013. Devices will also
be installed in galleries and event spaces over shorter
periods of time, Nordes 2013 will be the first
opportunity to show the design outside of the UK.
Synthesised speech files are published from a server for
immediate playback by the devices. These sound files
are derived from texts from a range of sources,
including twitter accounts and policy and activist news
publishers. Speech files are also algorithmically
generated by the system drawing on historic utterances,
also triggered by energy events, and taken from user
contributions via the devices’ microphones.
The appliance is designed using mixed materials
including glass and rapid prototyped plastic. Along with
the speaker and microphone, each device includes a
Raspberry Pi mini-computer and a WI-FI dongle for
network connectivity. Embedded software enables user
interaction, audio behaviour and network tasks, and is
written in Python running under a Debian distribution of
Linux.
Figure 1: Render of the Energy Babble appliance
BACKGROUND
SUPPORTING DOCUMENTATION
Energy Babble is a design outcome of Energy and CoDesigning Communities, a research project based in the
Interaction Research Studio at Goldsmiths, University
of London. This three-year project is supported by
Research Councils UK, whose energy communities call
was a response to government support for groups
undertaking energy demand reduction measures.
There follows a series of images from the research
archive, to provide indicative material related to project
phases, which would support the exhibition of the
physical device.
The project has followed a trajectory that includes initial
fieldwork with communities in the UK, participant
workshops, a cultural probe study, and a series of design
workbooks. Finally, following a period of design and
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Figure 5: Workbook were used to document design proposals
Figure 2: Initial fieldwork, a farm in south east England
Figure 3: Participants map imaginary communities at a workshop
Figure 6: A set of prototype devices to test the technology platform
Figure 7: Series of design tests for the case of the appliance
Figure 4: Pack for probe study around energy practices
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VIGOUR: SMART TEXTILE SERVICES
TO SUPPORT REHABILITATION
MARTIJN TEN BHÖMER, OSCAR TOMICO, CAROLINE HUMMELS
EINDHOVEN UNIVERSITY OF TECHNOLOGY
INDUSTRIAL DESIGN DEPARTMENT
M.T.BHOMER@TUE.NL, O.TOMICO@TUE.NL, C.C.M.HUMMELS@TUE.NL
ABSTRACT
“Vigour” is a garment that shows the possibilities
of smart textile services for geriatric rehabilitation
exercises. It is the result of a collaborative design
process between a design researcher, three
therapists, an eldercare manager, a textile
developer and an embedded systems designer.
Vigour embodies the knowledge that was
accumulated during the collaborative design
process. We contribute to the theme of
experimentation in design research by showing the
value of experimentation in a participatory setting
through the iterations leading to the final garment.
Further, we will briefly describe three of the steps
that lead to the final prototype.
INTRODUCTION
Ageing of the population is one of the challenges that
our society in Europe is facing. One of the strategies to
transform this into a more positive outlook is described
as active ageing, which aims to increase “opportunities
for health, participation and security to enhance the
quality of life of aging people” (World Health
Organization (WHO) 2002). The design of new services
is one of the main means to support this transformation,
since they can support the emergence of a more
collaborative, sustainable and creative society and
economy (Sangiorgi 2010). Framed within this context
we focus on services related to smart textiles: the
integration of technology, such as computing, sensors
and actuators in the textile itself. As the field of smart
textiles is maturing, non-technological challenges
related to societal and commercial adoption are
becoming increasingly important to focus on (Schwarz
et al. 2010).
For the combination of smart textile services and the
ageing population, McCann, et al. (2011) describe the
importance of a shared language, derived through the
development of prototypes created in a collaborative
design processes with important stakeholders (endusers, industry and designers). Within this paper we will
focus on the experimentations to come to these
prototypes in a collaborative design process.
Within the Smart Textile Services project of the Dutch
Creative Industry Scientific Program (CRISP) we are
investigating how to design and develop smart textile
services, collaboratively with small and medium
enterprises from Dutch textile and technology
industries, service partners, creative hubs and
universities (ten Bhömer et al. 2012). We emphasize the
active role of all these stakeholders in the process. For
example, the design researcher takes an entrepreneurial
role to drive the design process forward. Our prototype
‘Vigour’ is a garment that can be used by therapists in
rehabilitation exercises. What we find valuable for the
theme of this conference is the notion that this result
was achieved through a series of experiments. In every
step (Figure 1) the physical prototype plays an
important role to specify the design, open-up the
process for involvement of the participants and provides
a platform for the discussion.
DESIGNING REHABILITATION SERVICES
Within the field of geriatric rehabilitation it is known
that physical training can help people from older age
groups with Alzheimer’s disease to show less physical
limitations and better motoric skills (Neeper et al.
1995). Besides these measurable improvements, regular
exercises also contribute to the subjective health
experience: strength is maintained and balance
improved, for example the ability to walk or the ability
to get into or out from a chair. Physical rehabilitation
and exercises are included in the services offered by
most eldercare organizations. To be able to design for
this particular context a group of three therapists who
are specialized in treating people of older age with
Alzheimer’s disease, worked together with a design
researcher to explore the possibilities of smart textiles to
further extend their rehabilitation services.
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Figure 1: Different experiments created during the design process
Before explaining the final garment we will briefly
introduce three of the experiments that were created in
this collaborative process. The first experiment was a
piece of fabric with pressure sensors that controlled a
mobile phone application playing music samples
(Figure 1a). In reaction to this experiment, the therapists
organized a day where the design researcher was invited
to observe their practice to understand the context
better. In a second iteration, the design researcher
showed several explorations that contained stretch and
touch sensor combinations of different fabrics and
yarns, and vibrating elements that can be placed on the
body (Figure 1b). Based on these samples it was
decided that the service experience of the rehabilitation
process could be improved by designing a complete
garment that can be worn during the exercises but also
in daily life. In a next experiment the locations on the
body to measure movements and other improvements
(for example an opening on the back to help the
caretakers to put on the garment quicker) were marked
on a white shirt (Figure 1c).
with a textile developer in the TextielMuseum
TextielLab. Based on feedback from the therapists and
the earlier experiments the garment was combined with
sound feedback. Feedback is given to the wearer with
piano sounds from an external computer. The further a
particular sensor is stretched, the higher the pitch of the
piano. The sensitivity of the sensors and the activation
of each sensor surface can be wirelessly controlled
using an interface displayed on a laptop (shown in
Figure 3). To provide input for a next design experiment
the interface includes text-fields that make it possible
for the therapists to log their usage of the prototype.
Figure 3: Interface of the application to configure the sensors
REFERENCES
ten Bhömer, M. et al., 2012. Designing Smart Textile
Services through value networks, team mental
models and shared ownership. In Proceedings of
ServDes ’12.
Figure 2: Prototype of Vigour with the sensor surfaces (in grey)
VIGOUR: A REHABILITATION EXPERIMENT
Vigour is a garment that can be used during physical
rehabilitation exercises of elderly. The goal of the
garment is to help the therapist to improve the
rehabilitation service by keeping the exercises
challenging for every different client. On the other hand
it aims to help the therapist and other caretakers to
lower the workload, monitor physical activity and to
make it easier to view the progress of their clients. It is
configured with sensor areas on specific parts of the
body that can be used to measure movement of the arms
and lower back (shown in Figure 2). The fabric with the
sensor areas was developed and knitted in collaboration
McCann, J., Bougourd, J. & Stevens, K., 2011. Design
for Ageing Well: Product that is fit for Purpose
Driven by User-Engagement. In Proceedings of
Include 2011.
Neeper, S.A. et al., 1995. Exercise and brain
neurotrophins. Nature, 373(6510), p.109.
Schwarz, A. et al., 2010. A roadmap on smart textiles.
Textile Progress, 42(2), pp.99–180.
Sangiorgi, D. (2010). Transformative services and
transformation design. International Journal of
Design, 5(1), 29–40.
World Health Organization (WHO), 2002. Active
ageing: A policy framework. , p.12.
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TIME EXPERIMENTS - DESIGNING FOR
REFLECTION
FANNI BAUDO
LIV MARIA HENNING
THE ROYAL DANISH ACADEMY OF FINE ARTS,
THE ROYAL DANISH ACADEMY OF FINE ARTS,
SCHOOL OF DESIGN
SCHOOL OF DESIGN
FANNI@FANNIBAUDO.COM
LIVMARIA@GMAIL.COM
ABSTRACT
By
researching
through
designing
the
Supertid
project
investigates
–
in
visual
and
tactile
form
–
the
acceleration
of
Western
societies
as
well
as
the
ephemerality
and
experience
of
time.
The
Supertid
exhibition
installation
is
a
‘cabinet
of
curiosity’;
displaying
various
design
experiments
and
a
publication
-‐
created
to
render
time
experientially
available,
and
thus
enable
reflection
and
dialogue
among
the
involved
designers,
researchers,
and
participants,
in
order
to
challenge
the
contemporary
notion
of
time.
INTRODUCTION
Concurrently with the industrial revolution society in
the western world foresaw that technological
developments would lead to less work and more time.
Instead, time has become one of the scarcest resources
(Schjødt 2002). The Western civilization is working
overtime - martyrized by a nagging feeling of always
being behind, and have now reached a point where
ASAP isn’t fast enough in the digital and mobile world
(Grønborg 2012:28). There’s status in the fully booked
calendar - but flirting with the high pace comes at a
price: According to the OECD and WHO, 70% of all
diseases in the Western world in 2020 will be related to
stress (OECD 2012). This complex set of experiential,
philosophical, and societal paradoxes is what we loosely
define as ‘the problem of time’.
THE 'SUPERTID' PROJECT
Supertid addresses this problem of time. It is the master
thesis project made by the interdisciplinary design duo
Baudo & Henning at The Royal Danish Academy of
Fine Arts - School of Design (2012). Supertid is a
Danish expression associated with professional sports,
which means super time and refers to the competition of
being the fastest. Through interviews with five people
(aged from 43 to 83) revolving around their different
perceptions of time and decisions of living with time in
unusual ways, the project has resulted in a number of
visual and tactile studies, all collected in a publication
entitled Supertid. Parts of the visual and tactile studies
of the project as well as the project publication have
been exhibited at the Academy’s Graduation Show
summer 2012.
MAKING TIME BE REDISCOVERED
Time is indeed a very complex and faceted
phenomenon, and researching time demanded an
equally complex design approach. Treating time as a
‘wicked problem’ (Buchanan 1995), we have worked
with an iterative and explorative process, following the
approach of ‘design research through practice’
(Koskinen et al 2011; Zimmerman et al 2010),
where researching and designing are not separate but
works in parallel. Throughout the project we have
conducted several experiments in various materials,
seeking to make time more experientially accessible and
raise discussion by exploring what time would look, feel
and smell like if it was more concretely manifested. We
will now shortly describe three.
THREE EXPERIMENTS
The nature of time is abstract and difficult to grasp, but
the instruments used to measure it, like a clock, are even
more so distancing time from an intuitive and personal
comprehension. We often attribute ‘time’ features of
living organisms, such as ‘time flies’, ‘killing time’ etc.
To try and capture this ‘living’ quality of time, we
conducted an experiment with ice.
Eight blocks of ice in different colours were arranged
to melt on a white piece of paper. The process of the
melting ice was put on display, and the development of
the colours blending together, made visual patterns and
structures on the paper. As a spectator exclaimed: “You
get enticed to watch the melting ice cubes, and forget
time while they leave traces on the paper" In this way
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the ice turns out to be an alternative clock, estranging
the way we normally keep track of time, pointing at
how relative and subjective the experience of time
actually is. Being absorbed in the process of the slowly
melting ice, could annul, if only for a short while, what
Max Weber calls the Zweckrational, and make the
onlooker wonder if drifts and detours are in fact
beneficial?
The ’fruit keeping experiment’ is a careful
documentation of the development of natural decay in
fruits and vegetables: photographing the colours, the
structures and patterns. The natural decay was also
manipulated and attempted delayed by encapsulating the
fruit in fluid latex and lacquer, which surprisingly ended
up reinforcing the moulding process, making it even
more expressive. The reactions from the spectators of
the fruit keeping experiment were quite strong – and
that of both fascination and repulsion: "When you leave
the fruits be, you conjure something beautiful within the
disgusting". The aged and wrinkled fruits delight in the
sense of displaying attractive colours and complex
surfaces – and disgust by showing decomposition and
rot. Displaying the decaying fruit shows the sensuous
and poetic features in aging, and it becomes a sort of
vanitas. It illustrates and concretize the passing of time,
pointing out that deterioration and mortality are
inevitable basic conditions.
Based on the idea of Western calendars, a third strand of
experiments tried to visualize time, an indeterminate
and abstract dimension of existence, in a schematic
form; e.g. an alternative week calendar. A spectator
commented: “I would love for my calendar to look like
that. I never use my ‘normal’ calendar, it’s too
conservative”. The recognisability of the diagram
suggests a logical usage, but it's actual lack of logic and
level of abstraction creates another function:
To make us reflect upon our normal way of managing
our time. The nonsensical diagram proposes if it is
possible to manage time, in a less limiting manner?
It thereby functions as a critique of the controlling role
time plays in our lives, and allows the absurdity of our
current time management to stand out.
THE 'SUPERTID' EXHIBITION
Both the publication and the exhibitions format is
inspired by the ‘cabinets of curiosity’ that were popular
during the European Renaissance, with their collection
of strange objects that leaves the viewers to wonder or
to be provoked (McDougal 2008). These responses are
also what we wish to trigger in the spectator. Athony
Dunne and Fiona Raby advocates a complicated
pleasure: “[...] in order for conceptual design to be
effective, it must provide pleasure” (2001:63), and
we’ve strived to make the ‘time experiences’ both
provocative and enjoyable through humor, insight and
surprise. Hence a mixture of a naïve, tactile and colorful
expression with a more crude intention behind it, has
been inherent in most of our experiments.
TOOLS FOR REFLECTION
Our method of exploration is also highly influenced by
a sensitive approach to design, where intuition, design
experience, and emotions play an equally important role
as analytical reasoning (Koskinen et al 2011:43), and
the sensitive approach serves as a way of
communicating the very fine nuances in the topic of
time and invite to reflection, as well as to set the project
apart from the rational way we normally talk, think, deal
with time.
“It’s a very challenging project - you need time to
reflect on the subject and the thoughts behind it” says a
spectator. The visual and tactile experiments present a
way of trying to grasp time, not rationally, but
aesthetically and poetically through sensibility and
sensuousness. It is constructive design research, that
shows us something about the integration of design and
research, because the creation of a product, system,
space or media are the key means in constructing new
knowledge (Koskinen et al 2011:2). Designing becomes
a tool for knowledge production and reflection, by
estranging, fascinating and giving access to rediscover
the familiar. It is research that creates an interstice, a
room for new possibilities and asks ‘what if’.
CONCLUSION
Leaving fruit to decay may seem strange. To represent
hours in a day with yellow ink dots may seem naïve,
and waiting for ice to melt may seem a waste of time.
But it is this lack of conventional reason that can create
an interstice allowing us to rediscover how we live with
time. In contrast to conventional design products, these
artefacts do not have any immediate functional use. The
project is a continual explorative and reflective design
process, where the experiments serves as a catalyst for
delving deeper into the matter and posing new
questions, rather than a mission of solving the problem
of time.
ACKNOWLEDGEMENTS
Thanks to our excellent supervisors; Joachim Halse,
Else Kallesøe and Thomas Pålsson.
REFERENCES
Buchanan, R. (1995). Wicked Problems in Design Thinking. The Idea
of Design: A Design Issues Reader. V. Margolin and R. Buchanan.
Cambridge, Massachusetts, USA, The MIT Press: 3-20
Dunne, A. & Raby, F. (2001). Design Noir: The Secret Life of
Electronic Objects . Basel; Boston; Berlin: Birkhäuser
Grønborg, M. (red.). (2012). Asap er for langsomt. Scenario, 01/2012
Koskinen, I. et.al. (2011). Design Research Through Practice. From
the Lab, Field, and Showroom
Schjødt, P. J. (2002) Tiden, tempoet og tomheden. Et essay.
København: Forlaget Fremad
Zimmerman, J., Stolterman, E., Forlizzi, J. (2010): "An Analysis and
Critique of Research through Design: towards a formalization of a
research approach", DIS 2010, Aarhus, Denmark. ACM
http://www.oecd.org & ghttp://cabinet-ofwonders.blogspot.com/2008/01/wunderkammern-vs-cabinets-ofcuriosity.html
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FUNGUTOPIA
LAURA POPPLOW
ACADEMY OF MEDIA ART COLOGNE/
UNIVERSITY WUPPERTAL
L.POPPLOW@GMX.DE
ABSTRACT
The Project FUNGUTOPIA is a design | research
in process. It explores the living material of fungal
mycelium to grow designs, in a way that is situated
in a participatory community process. It is inspired
by the concept of the three ecologies by Félix
Guattari, what means that it tries to combine
actions that address a mental, social and natural
idea of ecology.
The project is experimenting with modes of
working with living, growing materials and the
aesthetics they create. It tries to establish a
practical understanding how design can change
when we think in lifecycles of creation, use and
decay. It explores the potential of “design in
process”: The hypothesis is, that the properties of
the growing, transient material of fungal mycelium
could serve as role-model for a design in process,
as a permeable design term, in which the material
as well as the user are taken serious as agencies.
FUNGUTOPIA is the design of a social and
ecological utopia based on urban mushroom
cultivation. As a community-experiment it
educates and involves people in the cultivation of
mushrooms and on different stages of the fungaldesign-process. Communicating the many possible
applications of fungis to solve man-made, urban
problems, FUNGUTOPIA works with the idea of
an utopia as a motor for real change.
DESCRIPTION
THE THREE ECOLOGIES
“It seems essential to me that we organize new micropolitical and micro-social practices, new solidarities, a
new gentleness, while at the same time applying new
aesthetic and analytical practices to the formations of
the unconscious. If social and political practices are to
be set back on their feet, we need to work for humanity,
rather than simply for a permanent re-equilibration of
the capitalist semiotic universe.” (Guattari, 1989)
In his book “The three ecologies” Félix Guattari
explores the term of ecology (Guattari, 2008). He
explaines, that the notion of an ecology understood as
pure nature is quite short-sighted and that we should
indeed think of a mental, social and surrounding/natural
ecology, that is completely entangled. Following this
thought one can not hope to solve any ecological
problem without taking all three ecologies into account.
Guattari is also quite convinced, that the arts are one of
the few fields that are able to think and act in a way that
is dealing transversal with the contemporary ecological
crisis.
THE PROJECT DEVELOPMENT
The project Fungutopia was started as a master thesis in
2011 with the idea of undertaking several “experiments
in world-making”. These Experiments should all try to
work with the idea of the three ecologies, emphasizing
in each experiment one of the three. In the end, it turned
out, that the topic of mushrooms as growing material, as
remediator, as food and medicine was strong enough to
be used as a “boundary object”, addressing all three
terms of ecology.
The research and the experiments took different stages,
from a fictional scenario, to prototype-building,
experimental installations, workshops and a community
project.
EXHIBITS AT NORDES
At NORDES13, the exhibits of FUNGUTOPIA will
focus on the prototype for a MUSHroom Growing Kit
that allows to grow mycelium forms at home and on a
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documentation of the community process. It will further
explore the adaption of Guattaris Three Ecologies in the
field of ecological design and the discussion of “design
in process”.
Figure 2: MUSHroom, 2011-2012
FUNGUTOPIA STATIONS & WORKSHOPS
The second step of the whole experiment was to involve
the public, designers and other interested groups in the
process of mushroom cultivation. Different workshops
took place since 2011, the first was offered during the
DMY Festival in Berlin, a one month series of
workshops in a social housing district in Düsseldorf
followed, and in 2012 another Fungutopia Station was
build for the PLAN12 Architecture-Festival in Cologne.
Figure 1: Mushroom Research Centre Ruhr, 2010
MUSHROOM GROWING KIT
The MUSHroom is a prototype for an open source
growing kit for mushrooms. It was the first experiment,
that was undertaken in the frame of the world-making
experiments, searching possible answers for the
question posed by Guattari: “How can we use
technology in a way that is supporting our most urgent
ecological problems?”
By building a mushroom growing kit using mostly
fablab equipment and open source hardware, an indoor
greenhouse for the special needs of mushroom
cultivation was created. The kit serves to control
humidity and temperature for different kinds of
mushrooms and allows the cultivation of rare species at
home for fresh digestion. It also creates an aesthetic
object that undermines the positive potential of
mushrooms, displaying how they are grown today with
the help of specialized laboratories and works against
the notion of mushrooms as being something somehow
awkward, growing only in dark, moldy cellars.
The MUSHroom Growing Kit is also a device for
growing fungal mycelium in forms. In this sense it is
like a 3D-Printer, for “Grow-It-Yourself-Design”.
Figure 3: Fungutopia Station, DMY Berlin 2011
In these workshops, the participants are not only
thought how to grow oystermushroom with simple
kitchentools, but also how to let the mycelium grow in
forms. Beside these practical techniques the potential of
mushrooms as remediators, building material and
medicine are discussed. The question how we could codesign with living materials as a broadened idea of
ecological design, how to design processes rather than
finished objects and how a design by many different
agencies could be managed, is raised.
REFERENCING
Links:
http://www.makeandthink.de/fungutopia/
Guattari, Félix and Chris Turner (Translator) 1989.
“The Three Ecologies.” in: New Formations No. 8,
1989.
Guattari, Félix 2008. The Three Ecologies. London:
Bloomsbury
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LIGHT IS HISTORY
KARTHIKEYA ACHARYA
SAMIR BHOWMIK
AALTO UNIVERSITY
AALTO UNIVERSITY
KARTHIKEYA.ACHARYA@AALTO.FI
SAMIR.BHOWMIK@AALTO.FI
JUSSI MIKKONEN
AALTO UNIVERSITY
JUSSI.MIKKONEN@AALTO.FI
ABSTRACT
Light is History is a collective energy consumption
display artifact that was installed in a public square
in Helsinki in November 2012. The lamps of the
installation, made from old recycled electricity
meters were designed to function as bright therapy
lights. Sixteen participating families from in and
around the Kallio neighbourhood published their
daily energy use on a web portal. The difference in
their daily energy reading was used to determine
the brightness of individual lights that was
assigned to each family on the light installation.
INTRODUCTION
While the ever-increasing demand for electricity and
energy in contemporary living generates a rising hum
through news, research reports and policy calls in the
public realm, its normalization in contemporary living
continues silently. As design and art based measures,
methods and modalities continue being employed to
study energy use in contemporary living (Maze, 2008)
(Peirce, 2008), here we present one such case of public
engagement through an art installation that was carried
out in Helsinki. Light is History, is part of an
experimental design research practice that is engaged in
studying domestic energy use by prototyping, building
and deploying design objects that publish energy use in
the real world contexts (Koskinen, 2011). Through such
a methodology of material use publishing, the
experimental research practice generates hypothetical
inferences of matters concerning energy consumption,
from the context of its engagement.
Each of the lamps brightened if the corresponding
family’s energy use was lesser than the previous
day and otherwise inverted. The participants also
provided images and textual narratives of their
own electrical artifacts from their homes and this
was displayed with their corresponding lamp on
the installation, providing a glimpse of
contemporary domestic life with electricity. A
shared and collaborative energy art space was
generated as a place for urban dialogue of private
energy use and public well-being.
CO-CREATING A PUBLIC ENERGY ART PLACE
Light is History as a community based project engaged
with sixteen families, living in apartments in around the
Kallio neighborhood of Helsinki. The families were
recruited by advertising on social networks, public
events and also through the personal networks of
researchers through the snow balling technique. The
project brief asked the participating families to track
their daily domestic energy use through their energy
provider’s web service (Sävel). Then they were asked to
publish this information once a day to a secure portal
through a web-based interface that was specially
designed for the project. This procedure was carried out
over a period of ten days in the last week of November
2012 and was used as the daily data set for the public art
installation. The aim was to co-create an outdoor light
installation as a public space, as an urban dialogue of
private energy use and public well being.
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A public square in central Helsinki, the Hakaniemi
market place, adjacent to the Kallio neighbourhood was
chosen as a site for the light installation. A simple
wooden box made from recycled plywood carried lamps
that simulated the light intensity of bright therapy light
sources. The lamps were made of recycled old analog
electricity meters. These were gathered from the trash
yard at the metering company of the local energy
provider, because of a region wide drive to switch to
smart meters. Each of the lamps was fitted with LED
lights to simulate the intensity of therapy lamps and
suitably wired and controlled with an arduino micro
controller inside the wooden box. The data gathered
from the participants input was fed manually into the
installation daily. The installation was programmed
such that the difference in the participants’ daily energy
use was used to determine the brightness of the
individual lights of the light installation. Thus if a
family consumed less energy on a day than the previous,
then their lamp would be brighter than the previous day,
if otherwise it would go dull. This pattern was put into a
loop of fifteen minutes over the period of two hours.
The installation went live everyday for one full week in
the evening from five o’clock till seven o’clock when
the pedestrian movement in the square was
considerable. Thus the light installation slowly breathed
light in a loop, into the public space, some with the
brightness of therapy lamps, sometimes not, with the
gathered information of daily energy use from the
private homes of sixteen families of the neighbourhood.
NARRATIVES THROUGH ELECTRICAL
ARTIFACTS
The other element of the light installation was the
exhibiting of the images and personal narratives of the
participating families of their relationship with an
electrical artifact they used in their homes. The
participants also provided images of their own electrical
artifacts from their homes and this was displayed on the
installation corresponding to their lamps. In this fashion
the identity of the participating families was
anonymized but yet represented through the images and
narratives of domestic electrical artifacts rather than
through their names. The juxtaposing of the images and
text with the lamps also provided an ideal form for
engaging with the light installation. As passers by got
curious of the installation, they got closer and when got
interested with the text and the images and if they
glanced and read the text, they also engaged with the
simulated therapy lights. Thus the collective exhibit also
provided small glimpses and portrayals of peoples’
relationships with contemporary domestic electric
artifacts.
the design of feedback of domestic energy use. In this
case the form of energy use feedback through lamps
integrates a regional issue into its design. By simulating
bright therapy lamps made with LED lights in the
Nordic winter context it brings forth the matters of
region and presents it within the design of energy use
feedback. Whether bright therapy lamps help seasonal
affective disorder or not is left to popular debate of its
use within the context. But with such a design object,
the experimental design research practice of publishing
energy use presents design modalities of energy
feedback that are not uncritical of the issues of the
regional context (Frampton, 1986).
OPEN DIALOGUE
Thus a shared and collaborative context was created as a
public energy art space that gave a glimpse of our
contemporary life with electricity and also resulting in
an urban place that was open and powered by the
people. The one-week transient project thus generated a
collective public engagement that portrayed concerns of
energy use, managing resources and well being as a
place of public private dialogue.
ACKNOWLEDGMENTS
We wish to thank Aalto Media Factory for funding the
Light is History project, the Pixelache network for the
collaboration and most of all the sixteen participating
families for their committed involvement in cogenerating the public art energy place.
REFERENCES
Frampton, K. 1983. Towards a Critical Regionalism:
Six points for an architecture of resistance. In Foster,
Hal. The Anti-aesthetic: essays on postmodern culture.
Port Townsend, Wash: Bay Press.
Koskinen, I., et al 2011. Design research through
practice: from the lab, field, and showroom. Waltham,
MA: Morgan Kaufmann/Elsevier.
Mazé, R., & Redström, J. 2008 Dec 31. Switch! Energy
Ecologies in Everyday Life. International Journal of
Design.
Pierce, J. et al. 2008. Energy aware dwelling: a critical
survey of interaction design for eco-visualizations.
Australasian Conference / Computer-Human Interaction
:Designing for Habitus and Habitat (OZCHI '08).
CRITICAL REGIONAL ENERGY USE FEEDBACK
Light is History as a design intervention while being
concerned with the matter of the publics also dealt with
Sävel: https://www2.helen.fi/raportointi
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THE ANDRO CHAIR,
DESIGNING THE UNTHINKABLEMEN’s RIGHT TO WOMEN’S EXPERIENCE IN GYNAECOLOGY.
CRISTINE SUNDBOM
KARIN EHRNBERGER
KONSTFACK
KTH
CRISSY.S@GMAIL.COM
EHRNBERGER@GMAIL.COM
ANNE-CHRISTINE HERTZ
EMMA BÖRJESSON
HÄLSOTEKNIKCENTRUM, HALLAND
HÄLSOTEKNIKCENTRUM, HALLAND
ANNE-CHRISTINE.HERTZ@HH.SE
EMMA.BORJESSON@HH.SE
ABSTRACT
In this project we have explored how design may
be used as a critical and creative tool for discussing
how design is gendered in the contemporary
gynaecology chair examination in Sweden. The
aim of our design concept is to uncover the veiled
gender norms in this problem area and discuss its
consequenses for women. Our method to do so
includes swopping the gender context (Ehrnberger,
et al. 2012), which is used to make visible the
accepted hidden norms in this specific case. By
doing so we wanted to explore if the same situation
would be accepted if applied to men. We used the
results of our conducted interviews together with
related previous research (Wijma, 1998a&b),
which reveals that the majority of women have
traumatic experiences of the gynecology chair. The
empirical findings was applied to our design
concept, using the connotations of the existing
gynaecology chair to design the male counterpart;
the Andro Chair. The women we interviewed
experienced the gynaecology chair as “cold”,
”hard”, and even as ”torture”. We designed the
Andro-Chair to communicate these experiences
and not to solve a problem. The initial reactions on
our design concept points towards a great potential
in using design to uncover and discuss this
particular problem, since the chair for men is not
taken for granted and accepted through hidden
norms like the gynaecology chair is for women.
INTRODUCTION
The Andro-Chair, is a design concept, that is used as a
critical design tool aiming to uncover and discuss
gender normative medical design, and how it prevents
progress and innovation of the gynaecology chair.
Gynaecology is a speciality in medicine, covering
medical issues of the female reproductive system, and
andrology is the male counterpart, dealing with diseases
of the male reproductive system. (Wikipedia, 2012) Our
design concept aims to portray a conceptual male
equivalent to the contemporary gynecology chair. We
wanted to explore what would happen if we design an
andrology chair for men, inspired by women’s traumatic
experiences of an gynaecology examination, and if this
could help to look beyond the contemporary
normalisation of the gynaecology chair.
GENDER PERSPECTIVE
We have used a gender perspective as basis of our
analysis. (Hirdman, 2003; Höjer&Åse,1996) Design
plays a significant role in the reproduction of gender,
which is well described and developed for example by
Ehrnberger, Räsänen and Ilstedt (2012)
RELATED RESEARCH
Design as a critical tool may be approached in many
ways. (Mazé, 2007; Redström, 2007 ; Dunne, 1999;
Gislén, 2007) Ehrnberger, Räsänen and Ilstedt (2012)
discuss the lack of critical design studies that deals with
the underlying structures of gender in design. We agree
upon that, and with this design concept and paper we
aim to contribute to this field. Barbro Wijma has done
research studies on power assymetric consultations in
gynecology. (Wijma 1998a&b) Other researchers who
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have investigated this topic include Mattsson (1993;
Westhoff et. al.2011 and Hovelius, 1998). Mattsson’s
(1993) result show that women feel vulnerable and
scared.Karin Johannisson, a historican, has done a
research study of the idea-history in gynaecology. Her
findings shows that gynaecology was historically based
on a male power relation, where women was
experimented on, as the “other” gender, as an anomaly.
(Johannisson, 1994)
patient.
Fig. 2 The Andro-Chair.
Fig. 1. Contemporary gynaecology chair, photographed at a hospital in
Stockholm.
CRITICAL DESIGN CONCEPT - THE ANDROCHAIR.
The Andro-Chair was designed using the result of our
conducted interviews (In-depth interviews with four
women’s experiences of the gynecology examination
and a short survey with twenty women. Interviews with
health care professionals in andrology, gynaecology and
urology.). The empirical findings from the interviews
were applied to the formgiving process. Women’s
description of the contemporary gynaecology chair as:
”a violation”, ”cold and harsh”, ”unstable”,
”uncomfortable”, ”feeling vulnerable”, ”stainless steel”,
”torture” (Survey, 2012) were communicated through a
steelbased construction of the Andro-Chair. (Fig.2) We
wanted to let the negative emotional experiences of the
women to determine the form. Inspired by a statement
of a Midwife: ”You should lay in a position, where you
almost fall off the chair - that is the perfect
position!” (2012), we designed a tipping function of the
chair (the chair tips forward when you mount the chair),
with a purpose to make the user feel vulnerable. The
tipping function makes it easier for the doctor to exam
the patient, but ignores the experience of the patient.
The leg rests of the chair are designed to keep the
patients legs wide apart both to support the examination
made by the doctor, but also to design the exam
experience to be more vulnerable and unpleasant for the
The stomach position (Fig 3.) was chosen to make the
patient feel more vulnerable, since the patient then can’t
see what is happening. This was inspired by the
interviews where a woman expressed that it’s a
”Defenseless position”(Woman, 36 years, 2012). The
Andro-Chair was designed to express something
violating, humiliating, cold, and hard, with a purpose to
create an awareness on how women and women’s
bodies are treated in gynaecology. We argue for the
importantance of making visible this problem area,
before it’s possible to implement alternatives. By
designing an Andro Chair for men, we wanted to unveil
that the gynegology chair examination has been
accepted and normalised.
Fig. 3 The body position in the Andro-Chair.
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LITTERATURE
Dunne, Anthony. (1999): Herzian Tales: Electronic
products, aesthetic experience and critical designs.
Royal College of Art, London.
Ehrnberger, Karin and Minna Räsänen and Sara Ilstedt
(2012) ”Visualising Gender Norms in Design:
Meet the Mega Hurricane Mixer and the Drill Dolphia”
in: International Journal of design, vol6, no3.
Journal of Women’s Health, Volume 20, Number 1,
2011
http://en.wikipedia.org/wiki/Gynaecology, 2012-12-03
http://en.wikipedia.org/wiki/Andrology, 2012-12-03
Hovelius, Birgitta. (1998) “Kvinnors underordning inom
hälso- och sjukvården.” in Socialmedicinsk tidsskrift
1998;1-2: 4-7.
Höjer, Maria Wendt och Åse, Cecilia. (2007) Politikens
paradoxer? En introduktion till feministisk politisk teori.
Academia Adacta, Lund.
Johannisson Karin. (1994). Den mörka kontinenten,
Norstedts
Gislén, Ylva. och Harvard, Åsa (2007) “I skärningsfältet
mellan genus och design” in: Red. Under ytan: en
antologi om designforskning. Raster förlag & SVID,
Stockholm.
Hirdman, Yvonne. (2003). Genus - om det stabilas
föränderliga former Sweden, Stockholm: Liber.
Mattsson, Bengt. (1993) “Gynekologisk undersökning
på vårdcentral-kvinnors erfarenheter och önskemål”, in:
Allmänmedicin, Årgång 14
Mazé, Ramia. (2007) Occupying Time. Design,
technology, and the form of interaction, Blekinge
Institute of Technology Doctoral Dissertation Series
Serial no: 2007:16.
Mattson, Bengt. (1993). “Gynekologisk undersökning
på vårdcentral – kvinnors erfarenheter och önskemål.”
in: Allmänmedicin 1993;14: 215-9
Redström, Johan. (2007). En experimenterande
designforskning. I Ilstedt Hjelm, S. (red.) Under ytan.
Raster Förlag & SVID, Stockholm
Wijma, Barbro. (1998a). “Maktassymetri vid
gynekologisk konsultation.”in: Socialmedicinsk
tidsskrift 1998;1-2: 32-36.
Wijma, Barbro. (1998b). “Gynundersökningen, ett
rollspel för två.” Läkartidningen 1998;95: 1125-9
Westhoff, Carolyn L and Jones, Heidi E. and Guiahi,
Maryam. (2011) “Do New Guidelines and Technology
Make the Routine Pelvic Examination Obsolete?”, in:
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Com mittee
General Chairs
Eva Brandt
The Royal Danish Academy of Fine Arts,
School of Design, ebr@kadk.dk
Pelle Ehn
Malmö University, pelle.ehn@mah.se
Maria Hellström Reimer
Malmö University, maria.hellstrom.reimer@mah.se
Troels Degn Johansson
The Royal Danish Academy of Fine Arts,
School of Design, tdj@kadk.dk
Program Chairs
Thomas Markussen
Kolding School of Design, tm@dskd.dk
Anna Vallgårda
IT University of Copenhagen, akav@itu.dk
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Exhibition Chairs
Li Jönsson The Royal Danish Academy of Fine Arts,
School of Design, ljo@kadk.dk
Maarit Makela
Aalto University, School of Design,
maarit.makela@taik.fi
Flemming Tvede Hansen
The Royal Danish Academy of Fine Arts,
School of Design, fth@kadk.dk
Workshop Chairs
Sarah Ilsted Hjelm
KTH Royal Institute of Technology, sarai@md.kth.se
Anne Louise Bang
Kolding School of Design, alb@dskd.dk
Doctoral Consortium Chairs
Lars Hallnäs
University of Borås, lars.hallnas@hb.se
Joachim Halse
The Royal Danish Academy of Fine Arts,
School of Design, jha@kadk.dk
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Review comm ittee
Allen, Jamie
Copenhagen Institute of Interaction
Design, Denmark
Ayres, Phil
The Royal Danish Academy of Fine
Arts, Schools of Architecture, Design
and Conservation, Denmark
Bagalkot, Naveen
Srishti School of Art Design and
Technology, Bangalore, India
Beella, Satish Kumar
Delft University of Technology,
The Netherlands
Beier, Sofie
The Royal Danish Academy of Fine
Arts, Schools of Architecture, Design
and Conservation, Denmark
Beloff, Laura
IT University of Copenhagen, Denmark
Bjorgvinsson, Erling
School of Art and Communication
Malmö, Sweden
Bødker, Mads
Copenhagen Business School, Denmark
Borup, Aviaja
Aarhus School of Architecture, Denmark
Bratteteig, Tone
University of Oslo, Norway
Brynskov, Martin
Aarhus University, Denmark
Buur, Jacob
University of Southern Denmark,
Denmark
Christensen, Poul Rind
Kolding School of Design, Denmark,
University of Southern Denmark,
Denmark
Christiansen, Ellen
Aalborg University, Denmark
Dalsgaard, Peter
Aarhus University, Denmark
Dindler, Christian
Aarhus University, Denmark
Eriksen, Sara
Blekinge Institute of Technology, Sweden
Ferneaus, Ylva
KTH Stockholm, Sweden
Folkmann, Mads Nygaard
University of Southern Denmark,
Denmark
Friis, Silje Kamille
Kolding School of Design, Denmark
Fritsch, Jonas
Aarhus University, Denmark
Fuad-Luke, Alastair
Aalto University, Finland
Galle, Per
The Royal Danish Academy of Fine
Arts, Schools of Architecture, Design
and Conservation, Denmark
Gamman, Lorraine
University of the Arts London,
United Kingdom
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Gelting, Anne Katrine
Kolding School of Design, Denmark
Jørgensen, Ulrik
Aalborg University, Denmark
Gray, Collin
Indiana University, Bloomington, USA
Julier, Guy
University of Brighton/Victoria &
Albert Museum, United Kingdom
Grocott, Lisa
Parsons the New School for Design,
New York, United States
Junginger, Sabine
Kolding School of Design, Denmark
Gunn, Wendy
University of Southern Denmark, Denmark
Koskinen, Ilpo
Aalto University, Finland
Hallnäs, Lars
University of Boras, Sweden
Kozel, Susan
Malmö Högskola, Sweden
Hansen-Hansen
Erik, The Royal Danish Academy of
Fine Arts, Schools of Architecture,
Design and Conservation, Denmark
Kristensen, Tore
Copenhagen Business School, Denmark
Hansen, Lone Koefoed
Aarhus University, Denmark
Harrestrup, Mette
Kolding School of Design, Denmark
Hensel, Michael
Oslo School of Architecture &
Design, Norway
Heyer, Clint
IT University of Copenhagen, Denmark
Hoffmann, Birgitte
Aalborg University, Denmark
Holmlid, Stefan
Linköping University, Sweden
Ings, Welby
Auckland University of Technology,
New Zealand
Krogh, Peter Gall
Aarhus School of Architecture, Denmark
Laaksolahti, Jarmo
IT University of Copenhagen, Denmark,
Swedish Institute of Computer Science,
Stockholm, Sweden, Mobile Life Centre,
Stockholm, Sweden
Landin, Hanna
University of Borås, Sweden
Lundgren, Sus
Chalmers University of Technology,
Sweden
Mackinney-Valentin, Maria
The Royal Danish Academy of Fine
Arts, Schools of Architecture, Design
and Conservation, Denmark
Malmborg, Lone
IT University of Copenhagen, Denmark
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Malpass, Matt
University of the Arts London,
United Kingdom
Ojeda Hernandez, Danne
Nanyang Technological University,
Singapore
Manelius, Anne-Mette
The Royal Danish Academy of Fine
Arts, Schools of Architecture, Design
and Conservation, Denmark
Oxman, Neri
Massachusetts Institute of Technology,
Cambridge, USA
Mattelmaki, Tuuli
Aalto University, Finland
Matthews, Ben
The University of Queensland, Australia
Merrit, Timothy
Aarhus School of Architecture, Denmark
Miettinen, Satu
University of Lapland, Finland
Mitchell, Belinda
Portsmouth University, United Kingdom
Møllenbach, Emilie
The University of Copenhagen, Denmark
Moll, Jonas
University of Copenhagen, Denmark
Munch, Anders V.
University of Southern Denmark, Kolding,
Denmark, Oslo School of Architecture and
Design, Oslo, Norway
Murphie, Andrew
University of New South Wales,
Sydney, Australia
Nicholas, Paul
The Royal Danish Academy of Fine
Arts, Schools of Architecture, Design
and Conservation, Denmark
Pedersen, Jens
IT University of Copenhagen, Denmark
Person, Oscar
Aalto University, Finland & Delft
University of Technology, The Netherlands
Petersen, Kjell Yngve
IT University of Copenhagen, Denmark
Redström, Johan
Umeå University, Sweden
Reimer, Bo
Malmö University, Denmark
Riisberg, Vibeke
Kolding School of Design, Denmark
Rosenqvist, Johanna
Lund University, Sweden
Roto, Virpi
Aalto University, School of Arts, Design
and Architecture, Finland
Seliger, Marja
Aalto University, Finland
Sevaldson, Birger
Oslo School of Architecture &
Design, Norway
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Sørensen, Kirsten Bonde
Aarhus School of Architecture, Aarhus,
Denmark, Kolding School of Design,
Kolding, Denmark
Steinø, Nicolai
Aalborg University, Denmark
Stephen, Awoniyi
Texas State University, United States
Stolterman, Erik
Indiana University, Bloomington, USA
Stuedahl, Dagny
University of Oslo, Norway
Sundström, Petra
The Swedish Institute of Computer
Science, Sweden
Svanes, Dag
Norwegian University of Science
and Technology, Norway
Tamke, Martin
The Royal Danish Academy of Fine
Arts, Schools of Architecture, Design
and Conservation, Denmark
Visch, Valentijn
Technical University Delft, The Netherlands
Weber, Patrick
University College London, United
Kingdom
Wensveen, Stephan
University of Southern Denmark
Wiberg, Mikael
Umea University, Sweden
Willcocks, Marcus
University of the Arts London,
United Kingdom
Worbin, Linda
University of Borås, Sweden
Yoshinaka, Yutaka
Technical University of Denmark, Denmark
Zetterlund, Christina
Konstfack, University College of Arts,
Crafts & Design, Sweden
Thornquist, Clemens
University of Boras, Sweden
Thorpe, Adam
University of the Arts London,
London, United Kingdom
Vaajakallio, Kirsikka
Aalto University, Finland
Valtonen, Anna
Umeå University, Sweden
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Venue Cop enhagen
90.x.xx
Cafeteria
Auditorium 5
Reception
Ceremonial hall
2A
166 - 167
D
50
10
KADK – School of Design
Fabrikmestervej 6, DK-1435 Copenhagen
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Ven ue Malmö
Central station
Exit Anna
Lindhs Plats
Venues
MEDEA
STPLN
STPLN
Stapelbäddsgatan 3, Malmö, Sweden
MEDEA
Östra Varvsgatan 11A, Malmö, Sweden
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The Royal Danish Academy of Fine Arts
Schools of Architecture, Design and Conservation
School of Design