ACTAS CONGRESO Desform2010 PDF
ACTAS CONGRESO Desform2010 PDF
ACTAS CONGRESO Desform2010 PDF
Program committee
Cover: Message in the bottle, design by Stijn Ossevoort, photo by Joanna Van Mulder
Page 7 and back: photo by Andri Stadler
Lin-Lin Chen, Tom Djajadiningrat, Loe Feijs, Steven Kyffin, Dagmar Steffen, Bob Young
Excursion
Departure
Vitra Campus & NetnNest Office, Vitra, Weil am Rhein
Keynote Speech
Sevil Peach, SPGA, London /UK
Vitra a journey. The breathing office
Apro
8.30 Registration
9.00 10.00 Keynote Speech
Johan Redstrm, Interactive Institute, Sweden
Meaning of form
10.00 10.30 Coffee Break
Paper Presentation II: Design semantics in the context of innovation
10.30 11.00 The phenomenology of getting used to the new: Some thoughts on memory,
perception, numbing and the Zen-view/ Michael Hohl
11.00 11.30 Design semantics of connections in a smart home environment/
Bram van der Vlist, Gerrit Niezen, Jun Hu, Loe M.G. Feijs
11.30 12.00 Designing for heart rate and breathing movements, Loe M.G. Feijs,
Geert Langereis, Geert van Boxtel
12.00 12.30 PeR: Designing for perceptive qualities (demo) / Eva Deckers,
S.A.G. Wensveen, C.J. Overbeeke
12.30 14.00 Lunch Break
Paper Presentation III: Design semantics in the academic context
14.00 14.30 Singular or multiple meanings: A critique of the index/ Anzeichen approach
to design semiotics/semantics/ Jrn Guldberg
14.30 15.00 Seeing things differently: Prototyping for interaction and participation /
Stella Boess, Gert Pasman, Ingrid Mulder
15.00 15.30 Constructing a message by product design: The concept of product language
in theory and practice/ Hector Solis-Muiz, Stephen Rust
15.30 16.00 Semantic dimensions: A web-based game to evaluate the meaning of form
(demo) / Katja Thoring, Roland M.Mller
16.00 16.30 Coffee Break
Paper Presentation IV: Design semantics in company context
16.30 17.00 Vehicle design and brand perception: An investigation into visually
decomposing product forms/ Charlie Ranscombe, Ben Hicks, Glen Mullineux,
Baljinder Singh
17.00 17.30 Design semantics and company context: Practical packaging and branding
development case for food industry / Toni Ryynnen, Annaleena Hakatie
20.00
Conference Dinner
8.30 Registration
9.00 10.00 Keynote Speech
Stuart Walker, Imagination Lancaster, Lancaster University, UK
Wordless questions: Environment, meaning and propositional objects
Paper Presentation V: Design semantics in the context of
sustainability
10.00 10.30 Product durability for the experience society/ Stijn Ossevoort
10.30 11.00 Coffee Break
Paper Presentation VI : Design semantics in local and global context
11.00 11.30 Souvenirs - local messages. An exploration from the design perspective/
Franziska Nyffenegger, Dagmar Steffen
11.30 12.00 Urban museums: Bringing traditions to the contemporary urban surroundings
of Barranquilla / Tania Delgado, Jos Mugno
12.00 12.30 Gobal locality: A study on redesigning examples of Turkish traditional tea/
coffee tray and tea glass/ Ozge Merzali Celikoglu
12.30 12.45 Announcement of next years conference DeSForM 2011
12.45 14.00 Lunch Break
Excursion
14.00
Departure
Designers Saturday Preview for Professionals and official opening
ceremony in the Alte Mhle, Langenthal
Foreword
DeSForM 2010
Welcome to DeSForM 2010 in Lucerne, Switzerland! After four successful workshops in
Europe and an inspiring excursion to Taiwan in 2009, DeSForM returns to Europe. The
Faculty of Design of Lucerne School of Art and Design feels honoured to host the sixth
International Workshop on Design and Semantics of Form and Movement. Lucerne, a city
in the German-speaking, north-central part of Switzerland, located on the shore of the
Lucerne Lake, is presently a rather popular tourism destination. The sound townscape of
the mediaeval Old Town including the Chapel Bridge and the Mill Bridge, the legendary
Grand Hotels spreading an elegant atmosphere from the end of 19th century, modern
locations such as the Culture and Congress Centre, built according to the plans of the
architect Jean Nouvel, and last not least a panoramic alpine view over central Switzerland
attract many visitors from all over the world.
The Lucerne School of Art and Design is successor of the first School of Arts and Crafts
in Switzerland that was founded in 1876. Today, the institution is part of the Lucerne
University of Applied Sciences and Arts and scattered throughout the city. Due to this fact
and in order to give you a taste of the cities cultural heritage, the DeSForM workshop
will take place at various locations: We welcome you in the Schools exhibition space
Erfrischungsraum in the historic centre, whereas the opening and first paper presentations
will take place in the Empire interior of the nearby Maskenliebhabersaal. The main
workshop will be held in a modern universitys location nearby the lake.
As University of Applied Sciences and Arts the Lucerne School of Art and Design received
its mandate for research from the Swiss government twelve years ago. With regard to
content, the research activities are focused on two subject areas that evolved from the
schools long-standing and well-founded areas: design & management and visual narrative
& explanation. Meanwhile, applied and third-party funded research became an essential
activity and second foothold of the Faculty of Design, in addition to design education. In
Switzerland we hold a leading role in design research and are prepared to initiate and share
interdisciplinary and cross-national research projects.
In line with former workshops, the intention of this DeSForM workshop is to continue
and deepen the lively discussion on design and semantics. The role of design in society
is becoming more and more important. Forms, either concrete or abstract always carry
meanings and it is the responsibility of design to make good use of these meanings and to
keep track of how meanings change over time and among various culture groups. Beside
papers from an academic background that explore theoretical foundations of semantics
from a design perspective, we aim to highlight specific fields and topics such as design
semantics in the context of so-called glocalization, innovation, sustainability, and branding.
Design and semantics of form and movement
Papers addressing these fields clearly show relevance to design practice and application and
should link academia, professional designers and industry together.
We are very pleased to have three renowned keynote speakers to share knowledge,
experience, ideas and viewpoints with us:
Sevil Peach, SPGA Architecture + Design, London/ UK, will speak about how design
can meet the challenges of workplace environments for knowledge workers.
Johan Redstrm, Director of the Design Research Unit at the Interactive Institute,
adjunct Professor at the School of Textiles, University of Bors, and Docent in Interaction
Design at Gothenburg University/ Sweden will present examples from his work that
represent bigger issues relating to meaning.
Stuart Walker, Co-Director of ImaginationLancaster, Adjunct Professor Engineering
at the University of Calgary, Canada, and Visiting Professor of Sustainable Design at
Kingston University/ UK, will introduce a critical approach to environmental issues in
the form of practice-based design research.
We hope that you will be inspired by the keynote addresses, presentations, and
discussions in this conference as well as by two visits outside Lucerne. The program
includes a guided tour on the Vitra Campus and the NetnNest Office by Sevil Peach
in Weil am Rhein (Germany) and a preview for professionals at the Designers Saturday
Langenthal (Switzerland).
The event can only take place in this form thanks to the auspices of IFIP, the Design
Research Society, and Designers Saturday Langenthal; thanks to sponsorship of Philips
Design, Vitra, Swiss National Science Foundation and Lucerne School of Art and Design;
with support from the National Taiwan University of Science and Technology, Technical
University Eindhoven and Northumbria University; and with commitment of the local
organisers and students assistance. Special thanks go to Gabriella Gianoli, Bern, who
paved the way for the cultural side program.
We hereby offer the 6th DeSForM proceedings. We would like to thank all the authors,
how submitted their work to DeSForM, and the reviewers for providing constructive
and critical comments. We are sure that the annual workshops contribute to knowledge
creation and consolidation in a relevant field of design research and theory.
Keynote speakers
Sevil Peach
Sevil Peach formed her studio Sevil Peach Architecture & Design
together with Architect Gary Turnbull in London in 1994.
As a team, Sevil Peach take a multi-disciplinary approach to
their wide-ranging projects - from creating private homes and
studios for individual clients, to developing a 10 storey fashion
design centre for Mexx in Amsterdam. She has a longstanding
and on-going relationship with Vitra having designed their
showrooms, exhibitions and offices throughout Europe and
USA and has recently completed Microsofts Headquarters
in Amsterdam. Peachs office is currently working on a new
concept for a Laboratory Workplace for Novartis and is
collaborating with Herzog de Meuron Architects on the new
Tate Modern Museum Extension Building in London. She
has participated in a number of International workshops and
conferences for, amongst others, the Dessau Bauhaus, Roskilde
University, Denmark; Oslo City Conference; Designmai, Berlin;
Mind the Map Conference, Istanbul, the SIA Symposium, Basel
and led various summer workshops for Vitra Design Museum at
Boisbuchet France.
Keynote speakers
Johan Redstrm
Meaning of form
Abstract
For some time design research has
investigated how the means and meanings
that designers envision and embody through
their designs influence and frame both use
and user. Taking a step back and reflecting
upon lessons learned from this research,
we might ask ourselves the following: if the
concepts and meanings we express through
a design influence how people understand
what it is and what it can become through
use, what about the influence of the basic
design concepts we use to understand and
develop the design spaces these products
stem from? It seems rather likely that just as
the intended meaning of a design influence
how it is perceived, so does the meaning
of our basic concepts influence the way we
think and work in design. In other words, to
be innovative at the level of things, we might
have to also take a step back and reflect
upon more basic concepts in design and how
these frame and structure design practice.
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Keynote speakers
Stuart Walker
11
Contents
14 Smell the design: Utilizing the dense of smell in creating holistic experience
Vivian Uang
Gothenburg University, Sweden
22 Wayfinding using colour: A semiotic research hypothesis
Salvatore Zingale
Politecnico di Milano, Italy
33 Metaphor: Investigating spatial experience
Donna Wheatley
The University of Sydney, Australia
12
13
Vivian Uang
vivianuang @ gmail.com
Abstract
2 Background
Keywords:
Smell, Memory, Emotion, Identity.
1 Introduction
Smell is the most primitive sense and often considered
the most important sense throughout the animal
kingdom. Mothers can recognize their babies by smell,
and newborns, who develop smell before other senses,
rely on it to recognize their mothers. It is also the
most mysterious sense among all, with people often
unaware of what our noses tell us. Although our noses
do not perform as precisely as in other animals, we still
utilize our sense of smell to gather information about
our surroundings and to register memorable events.
Subsequently, the scent of a place can be intentionally
organized for the purpose of enhancing an existing
establishment.
14
15
4 Methods
4.1 Smell survey
In order to understand more about how people
perceive scent, I cast a number of items in plaster, so
that the items are unidentifiable by appearance. A total
of 49 casts were made, and 27 different items were
used, some items are cast more than once in various
concentration or temperature. These items were
mostly food or spices that can be found in everyday
surroundings. All of these items were cast in a simple
cylinder shape (Fig. 1 and 2). I then asked subjects to
smell these casts and tell me what they have in mind as
they sniff them. They were asked to both provide an
abstract description of the smell and to try to identify
the object within (Table 1).
Item
Description
Amber incense
Anise
Banana
Basil (dried)
Black tea
Cayenne pepper
Cinnamon
Coconut milk
Coffee beans
Coke Cola
Cumin
Fennel seeds
Garlic (fresh)
Garlic (powder)
Ginger
Green tea
Instant coffee
Laundry detergent
Lavender incense
Lemon oil
Lime
Pear-flavored drink
Spice incense
Perfume, mother
Soy sauce
Vanilla bean
Vanilla sugar
Table 1
Fig. 2. All casts are similar in shape with slightly different shades.
17
Ash wood
Ash wood
Aluminum scrap
Grass
Grass (from
stain
nearby park)
MDF board
Modeling clay
Machine grease
Old magazine
Old magazine
Pine wood
Pottery clay
Steel scrap
park)
5 Proposal
5.1 The scent of creativity
There is a unique atmosphere in the school, made up
by the physical material and the activities happening
inside the building. The atmosphere of the school and
the people in the building complement one another,
together defining the essence and the spirit of HDK.
What does creativity smell like? It should epitomize the
environment and encourage the interactions within.
Creativity whiffs down from the air duct as wood dust
is sucked in under a saw bench; it twirls up with the
curly metal bits that fall during milling; it leaks out from
the colored marker as ideas transform into sketches;
it comes with the breeze in the stretched corridor as
discussion erupts spontaneously; it lightly blows on the
face of a student listening to a colleagues presentation.
Creativity is the colorful paint that stains a work outfit;
it is the clay trapped under fingernails; it is the steam
coming off a hot iron; it is the sweat in the palm before
a presentation; it is the red brick stacked to form the
wall of the building more than a century ago.
These together are the olfactory identity of HDK,
the scent of creativity (Fig. 5), smells that interweave
ordinary yet emotional events. The emotional leverage
is endearing to us when past experiences are no longer
recoverable except through recollection, and we value
objects by the emotions they provide rather than their
physical worth. Its why the memories of them often
transcend everything else about them.
Scent
Ingredient(s)
Impression
Tradition
Vanilla,
cinnamon, and
anise
Workshop
Pine wood
Exploring
Old books
Drawing
Pencil shavings
Inspiration
Table 2
5.2 Application
Every tiny bit of sensuous stimulation makes up the
atmosphere; being able to smell is very much about
where you are and what relation you have to other
entities in time and space. Swiss architect Peter
Zumthor believes that a place should have a distinct
atmosphere that stirs our emotions; such atmosphere
is a combination of light, sound, temperature, and
scent [10]. His Swiss Pavilion at the Hannover expo in
2000 was constructed mostly with wooden beams; one
immediate effect was the coolness during hot sunny
days and sense of warmth during cooler nights. On
a more delicate level, the choice of wood released a
distinct scent into the air, giving visitors the sensation
of being in an aged wood shed, and for many, evoking
the feeling of being in Switzerland.
Similarly, the scent of HDK could be applied onto
acceptance letters to incoming students so they can
already breathe in the scent of creativity before
arriving on campus. The same smell can later be applied
to entryways of special campus events such as the first
day of semester (Fig. 6), using the scent as an emotional
trigger to recall the excitement of receiving the
acceptance letter with key campus events.
Shimizu, one of the largest Japanese architectural,
engineering and construction firms, has been
implementing customized scents into their projects
for decades. In the late 1980s, they developed Aroma
Generation System, where subtle fragrance releases
into a building through its air-conditioning duct and
vents [11]. Research results show enhanced efficiency
and reduced stress among the workers that inhabit
these spaces.
With the aforementioned studies showing that products
with pleasant fragrances are preferred over unscented
ones [2], another application would be to place the
HDK scent onto open-house invitations. At the open
house, small vials of the same fragrance could be
distributed as giveaways for visitors. In comparison with
printed information which most of the time ends up in
waste bin, a vial containing the Scent of HDK is more
unusual and would evoke curiosity for acquiring further
information on the web address printed on the vial (Fig. 7).
19
6 Conclusion
With the vast amount of information to be discovered
everyday, our society has placed most of the
information-gathering burden onto our eyesight. There
are more published prints than we ever had in human
history, and with ever-increasing computer technology,
we receive information mostly via visual and audio
perceptions. Often our other senses have no chance to
experience the object that our eyes see. The abusive
use of our eyesight results in unnecessary mass printing,
over-packaging of products, and ultimately, numbness
towards visual stimulus.
The initial idea of this paper was to explore the sense
of smell, and throughout the research and experiment
process, it has come to my awareness that in order to
take advantage of this sense, we need to consciously
train our sense of smell. Fortunately, the sense of smell
is, among all our senses, the simplest one to train.
Just paying more attention to our everyday smell
experience can improve our understanding of the
information that our noses provide us. One of the
benefits of training this sense would be a more acute
responsiveness toward food consumption and
20
7 Discussion
The amount of scientific research done on the topic of
smell compared to other human senses is significantly
minor. Consequently, the development of smelloriented usage is still at its pioneering stage. If I may
compare the phase of smell-oriented design to that
of the visual-oriented design, the prior is still at the
monochrome monitor era.
I truly believe in the prospects of integrating scent
into design. If we understand the connection between
different scents and their influence on our emotions,
we can then apply usage of scent that will affect the
outcome as a whole. Could we mimic the scent of a
mother and apply such scent to a toy to make a child
feel relaxed and secure? Would it be possible to design
a classroom that suppresses the smell of food and other
distracting scents? If subway seating was made with
materials that absorb unpleasant smells, will we be more
likely to reach out to homeless people on a train?
The question I asked myself throughout the research
process was, Is this really a design project, and if
not, what category does it belongs to? I couldnt help
wonder if I have drifted too far away from design or,
to the contrary, if the gap between science and design
are too distant. The more I study the human senses
in relation to our emotions, the more I realize it is
imperative for designers to work closely with other
academic fields in order to understand the complexity
of human behavior.
References
1 D robnick, J. (2006). Olfactioncentrism. In Drobnick, J. (Ed.),
The smell culture reader (pp, 1-9). Oxford: Berg.
2 H erz, R. (2007). The scent of desire. New York: Harper
Prernnial.
3 Le Gurer, A. (1988). Scent: the mysterious and essential
powers of smell. Trans. Richard Miller. London: Chatto &
Windus.
4 Keller, H. (2006). Sense and sensibility. In Drobnick, J. (Ed.),
The smell culture reader (pp, 181-185). Oxford: Berg.
5 Proust, M. (1996). In search of lost time vol.1. Swanns way.
London: Vintage.
6 T he smelling committee podcast. (2007). Collective smelling.
New York.
7 Porteous, J. D. (2006). Smellscape. In Drobnick, J. (Ed.), The
smell culture reader (pp, 89-106). Oxford: Berg
8 H erz, R. (2006). I know what I like: understanding odor
preferences. In Drobnick, J. (Ed.), The Ssmell culture reader
(pp, 190-206). Oxford: Berg.
9 If there ever was: an exhibition of extinct and impossible
smells. The Reg Vardy Gallery. Retrieved March 2, 2009, from
http://www.regvardygallery.org/
10 B arbara, A. & Perliss. A. (2006). Invisible architectureexperiencing places through the sense of smell. Trans.
Robert Rurns, Milano: Skira.
11 Damian, P. & Damian, K. (2006). Environmental fragrancing.
In Drobnick, J. (Ed.), The smell culture reader (pp, 148-149).
Oxford: Berg
Vivian Uang
The School of
Design and Crafts,
Gothenburg University,
Sweden
Design and semantics of form and movement
21
Salvatore Zingale
salvatore.zingale @ polimi.it
Abstract
The environments of our lives are ever more populated
with signs of every sort. If cities and social sites are
texts, their capacity for communication must be rather
poor in view of the massive recourse to a crowding
of signals which often risks negating signification with
phrases lacking any reference points. How is it possible
that when entering a public place our attention risks
being distracted more than attracted by communication
artefacts? And how can we go round this paradox?
We therefore need to think of communications in
the environment which are less codified or rather of
orientation semiotics which begin from the ways of
expression, or types of signs, which come before the
signification systems, which are strictly symbolic. One
of the most powerful iconic and indexical elements is
colour because colour, more than signifying, stimulates
signification.
Keywords
Wayfinding, Colours, Icon, Index, Attention,
Environment
23
5 Environment as a diagram
But why are iconicity and indexicality, rather than
conventional symbols and codes, the semiotic matter,
which must be involved in design? As we mentioned at
the beginning, the contemporary semiotics tends to
see the city, and with this all built environments, under
the category of text [23]. But the idea of text suggests
us a significant body, defined, closed, articulated and
consistent. For a subject, instead, especially if nonhuman
animal, the environment in which to move looks like
a cognitively dark action field: it does not know where
it begins or where it ends, of how many parts it is
composed, it knows nothing of the structure underlying it.
We should hence perhaps think, to give order to our
way of analysing and thus design spaces, of an even
deeper model. And perhaps even more topological,
where relations between parts would not be of a
syntacticsemantic order but rather of a logicalrelational
one. If we think that the fruitful history of mathematical
graph theory started from a question on the routes
of a city the famous bridges of Knigsberg of
Euler , it will not be difficult to find this model in
the diagram. Moreover, even the studies on the city,
seen at the light of wayfinding, begin with a work of
diagramming by Kevin Lynch [15]. As known, for this
American architect place legibility the ease with which
a subject understands and builds a mental map of the
place depends on the overlap and intersection of five
elements: paths, edges, districts, nodes and landmarks.
The relationship between these elements is
diagrammatic, as we know from the first, and
Design and semantics of form and movement
25
27
9 Colour, a function
But, why has colour, which is basically a complement,
an accessory, an attribute, so much attractive force?
Even in this case, I think, it may be possible to advance
a hypothesis of semiotic order. Here, we will not
look for the meaning of colour, or in other words the
possible structures or semantic associations (which
are not missing, but that are to be found in signic,
mostly idiosyncratic, expressions) but rather some of
its functions inside a communications strategy aimed
at the orientation in built environments. Colour is not
just an attribute of shape, it plays a role in a game of
communication [33]. In this perspective, colour should
not be primarily associated with a semantic content, but
more accurately with a function in the mathematical
sense of the word. In the sciences of language functions
can also be qualified and distinguished, according to
the model of Roman Jakobson [14], which associates a
specific function with each factor of the communicative
game. Reworking this model we can draw the scheme
below [Fig. 2]:
29
Fig. 3. Project hypothesis by Marilisa Pastore for the Hospital San Carlo in Milan.
Fig. 4. Project hypothesis by Nicole Bergel for the tourist routes in Bergamo Alta.
30
References
1 A rthur, P. & Passini, R. (1992). Wayfinding. People, signs and
architecture. New York: McGrawHill.
2 B aroni, M. R. (1998). Psicologia ambientale Environmental
Psychology. Bologna: il Mulino.
3 B ertin, J. (1967). Smiologie graphique Graphic Semiotics.
Paris: Mouton/GauthierVillars.
4 B onfantini, M. A. (2000). Breve corso di semiotica Short
Course of Semiotics. Napoli: Esi.
5 CIE/IEC(1987). International Lighting Vocabulary. CIE
Publication No.17.4, IEC Publication 50(845).
10 Conclusion
The arguments set out above are intended to underline
that a project of innovative wayfinding can only be
addressed to if the communication design researches
in the ethological sciences and the environmental
psychology, the fundamental characteristics of human
spatial behaviour in the environment. In this research
program, semiotics can provide the necessary
contribute as a logic of signification: the orientation
is, in fact, an interpretive activity, both starting from
the designed stimuli that are present in communication
31
32
Salvatore Zingale
Politecnico di Milano,
Dipartimento Indaco,
Milano, Italy
Donna Wheatley
dwhe0020 @ uni.sydney.edu.au
Metaphor:
Investigating spatial experience
Abstract
1. Introduction
Keywords
Metaphor, Design and Spatial Experience, Qualitative
Research
33
3 Metaphors in images
In Picturing the social landscape: Visual methods
and the sociological imagination[6], the editors,
Caroline Knowles and Paul Sweetman find there are
three approaches to using visual images in research:
images as evidence, images to construct reality and
a semantic approach where images are read as texts
to uncover wider cultural significance. Images are a
point of access to other social and cultural worlds.
Researchers in this area use them to reach beyond
common understandings and make connections
just as visual strategies do. The editors claim that:
The sociological imagination works particularly well
through visual strategies, which capture the particular,
the local, the personal and the familiar while suggesting
35
Transcript
Area of workplace
Because its very simple. Because Im a Finance guy, I see simple. The message
is very important. You can see the work environment that we have no doors.
And, I think its very simple. Simple means if you have a door, that means some
people want to hide something, but the principle here, in X, is that nothing is
confidential. Door is always open for you. Even the boss.
I think I will choose the bicycle. To work in X, everyday you feel you have full
of energy.
This one is kind of like, it's very plain, lack of life. How can I say that? I mean
there is no flower and no something live. Just very plain. And maybe it's better
I think if you put some green plant or everyday you have some fresh flowers
because sometimes if you have some new things you will feel very excited.
Maybe you don't know why because, but you think oh I'm excited. I'm very
happy. And then you think of it. Oh yes I bought a new T-shirt just like that. But
it will make you very happy I think.
This guy just all quiet and lonely in the deep ocean. Sort of this quiet individualism
that when you actually sit down at your desk you know youre not really sure
whats going on the next person is 15 feet away and you dont you cant hear
anything you dont know what theyre doing you know? Even though this is a very,
very open office, because its so big I dont feel like communication could flow as
Table 1. Table of interview responses from Chinese case study. The images left are those selected that elicited the response in the
middle column. The image right shows something of the physical workplace referred to in the transcript fragment.
Transcript
Area of workplace
Because it has kind of like direction, a certain layout, a certain uniformity and
everything thing is like joined somehow. Its got six levels and its got a common
atrium on every floor.
The thing that made me choose this is because its got that. it runs through
down the middle. So, its like the way this building is set up. Its got this spine that
joins everything altogether.
I have to say I think that one. The reason being is we do have a lot of breakout
areas in our building so if you ever get stressed out or if you need to think about
something you can always get a cup of tea and just go sit in the breakout area,
take some time out.Theres no breakout areas anywhere else that Ive been.
You have to actually physically walk out of the building and go across the road
to a park or something like that. Whereas this one is like ready-available. The
breakout areas are like right next to the atrium so you can actually look down
and just kind of get away from like your headspace.
Because theyre on the move. This building because its so open and like people
can see what youre doing and you can see what other people are doing. It
makes you do things, makes you work.
Probably thats the one. There are divisions within the area, in the work area but
theyre not that high. So you still get a sense of even though you have segregated
areas you still have ways in and ways out of them and you dont feel as though
Table 2. Table of interview responses from Australian case study. The images left are those selected that elicited the response in the
middle column. The image right shows something of the physical workplace referred to in the transcript fragment.
Presenting the
5 Conclusion
References
1 C . Wright Mills (1959). The Sociological Imagination,
New York: Oxford University Press, 205.
2 L akoff, G. and Johnson M. (1980). Metaphors We Live By,
Chicago: University of Chicago Press; Valle R.S. and Von
Eckartsberg, R. (1981) The Metaphors of Consciousness,
New York: Plenum Press.
Design and semantics of form and movement
37
Donna Wheatley
The University
of Sydney, Faculty
of Architecture,
Design and Planning,
Sydney, Australia
38
Michael Hohl
info @ hohlwelt.com
Abstract
1 Introduction
Keywords
Usability, Human-Factors, Phenomenology, Design
Research, Design Semantics, Design Methods
39
41
Figure 1: Do Not Follow Satellite Navigation road sign in Colchester, United Kingdom,
2007, (CC license from Unhindered by Talent@Flickr)
Figure 2: Type n Walk screenshot of iPhone application demo video by Type n Walk,
which augments a live video feed from the built in camera in the background of the typing
area. This allows to pay undivided attention to the screen and watching the immediate path
ahead at the same time.
Like Yin & Yang, the car introducing the car accident,
technological disasters are out-innovated by new
technical inventions, an arms race of design solutions
leading to a continuously operating pyramid scheme
of innovation mitigating old problems while causing
new ones.
For the owners of iPhones there is an application
that aims to ameliorate the dangerous implications of
typing while walking. The application Type n Walk
[9] uses the built-in camera to augment a live video
feed behind a screen-based mode for writing. This live
perspective of the view ahead allows the user to focus
on the screen while typing and walking simultaneously,
without having to divide the attention between the
screen and the immediate path ahead. In its unique use
of augmentation Type n Walk resembles telepresence,
where people have the experience of leaving their local
space and their body behind to feel present at a remote
or virtual location. In this detachment from the physical
world Type n Walk reminds of such a technologically
induced out-of-body experience.
While this design solution aims at making texting safer
and easier by being less distracted, there must be
areas which require the opposite: Making the use of
an artefact less easier but more difficult. In this area
designers will consciously implement features that make
the use of an artefact more difficult so that it requires
the users full attention. In which domains would this be
useful? Where do designers consciously design so users
do not too easily adapt to an affordance? Where is it
necessary not to numb but to stay aware or even alert?
In this context safety critical artefacts such as child
proof cigarette lighters and containers for hazardous
materials such as medicine bottles or household
chemicals come to mind.
43
45
References
1 K rippendorff, K. (2006). The semantic turn. A new
foundation for design, Taylor & Francis CRC Press, Boca
Raton, Florida, USA.
2 G rau, O (2003). Virtual art: From illusion to immersion. MIT
and Architecture
kk.org/thetechnium/archives/2009/02/so_amazing_but.php
Design and semantics of form and movement
47
Bram J.J. van der Vlist, Gerrit Niezen, Jun Hu, Loe M.G. Feijs
b.j.j.v.d.vlist @ tue.nl, g.niezen @ tue.nl, j.hu @ tue.nl, l.m.g.feijs @ tue.nl
Abstract
1 Introduction
Keywords
Product Semantics, User Interaction, Smart Home,
Interaction Design
48
2 Product semantics
Product semantics is a theory about how products
acquire meaning. Product semantics was dened by
Krippendorff and Butter in [14] as being both:
A systematic inquiry in how people attribute meanings
to artefacts and interact with them accordingly.
and
A vocabulary and methodology for designing artefacts in
view of the meanings they could acquire for their users and
the communities of their stakeholders.
Product semantics shares many concepts with semiotics,
the theory of signs [15]. Within the context of smart
environments, an increasing amount of automation
and increasing interconnectedness will have a negative
impact on the meaningfulness of products. Of course,
our understanding of products, and the way they
acquire meaning, will also change. Nevertheless, in the
envisioned smart environments, we need to provide
Design and semantics of form and movement
49
users with handles and clues to make them understand what is happening and allow them to be and
feel in control.
The origin of many of the problems that arise lies
in the difference in nature of, or more precisely in
the incompatibility of the physical world we live in,
and the invisible world within our products. In order
to understand products and systems, we develop a
conceptual model of how we believe things work and
how they should be used. These User Conceptual
Models (UCMs) as dened in [12] are usually an
approximation or simplication of reality. This means
that these models are often incomplete and different
from reality, but as long as they work for the users
they do not need to be true. As long as the underlying
mechanisms of the working of products are simple and
reside in the physical world, they have a bigger chance
to be understood and to make sense, and thus have
meaning to their users.
Traditionally, product semantics is mainly concerned
with physical objects. But meaning arises at different
levels. In order to design for sense making, we need
to look for references and resemblances between the
new and known concepts. We distinguish between rst
usage (ratio facilis) and second usage (ratio difficilis) [16].
If we want to understand the semantics of the desktop
computer, as it exists nowadays, we need to look back
to the context in which it was originally introduced.
Computers needed instructions; in the time of the rst
personal computers instructions to them were given
by text input. That is why keyboards are so close to
typewriters. To be able to output something we gave
them a possibility to write back; having a display, as we
knew it from early TVs seemed logical. But also in the
interaction with computers, the desktop metaphor was
introduced, and our hand to physically move things
on our digital desktop was represented by the pointer
of a computer mouse, the digital extension of our hand.
Metaphorical connections are strong and welcome if we
need to shape new, unknown concepts. But there might
be different and better ways of making sense (p. 5 of [17]):
The essence of a metaphor is understanding and
experiencing one kind of thing in terms of another.
If we have a look at the innovation smart
environments promise, the step forward would
be improved interoperability and the added value
this interconnectedness and information exchange
offers. Important to note is that this added value is
50
3 Design case
51
(a)
(b)
(c)
(d)
(e)
Music Player
Nokia N 95
Notebook PC
acting as a server
Music Player
Nokia 5800 XpressMusic
Interaction Tile
Arduino-based / RFID
53
4 Discussion
With the design presented in this article we made the
invisible wireless connections visible. We also took it a
step further by enabling users to physically explore and
manipulate the connections. With this demonstrator
we are exploring intuitive and appropriate ways to
interact with the hidden digital world by enabling users
to explore and control connections between devices.
The current demonstrator helps us in dening more
specic research questions and identifying key issues
in using product semantics theory, to design for
bridging the digital with the physical. Although simple,
this demonstrator does show that making high-level
semantic abstractions of normally low-level tasks has
the potential to allow for semantic interaction in homenetwork conguration tasks.
Building this demonstrator also identied possibilities for
improvements and extensions. As previously discussed,
it currently does not distinguish between different types
of information exchanged, nor does it show directional
properties of the connections. By replacing the single
Led lights with Led arrays we could show the dynamics
of information ow. Using additional colour coding could
show different types of connections (e.g. audio/video/
text), or it could have separated modes of operation,
where it only shows one type of connection at a time.
Although currently all devices are represented by cubes,
due to technological constraints, the cubes representing
the mobile devices could easily be replaced with actual
devices in future versions. When networking complexities
increase and the connections among more than four
devices should be explored/manipulated, multiple
interaction tiles can easily be combined. Besides these
observations, the demonstrator shows that even the
slightest and simple ways of giving feedback (lighting
colour and dynamics) can reveal meaningful information.
To what extent users can extract meaningful information
from the interactions with the smart space, and how
they can use it to build a suitable mental model for
understanding, is currently being evaluated.
54
Acknowledgments
SOFIA is funded by the European Artemis programme
under the subprogramme SP3 Smart environments and
scalable digital service.
References
5 Future work
This research is to be considered a work-in-progress.
We will continue to develop research prototypes to
investigate new interaction mechanisms. We have
developed a more robust version of the interaction tile
and an alternative variation, which are currently being
evaluated in a user experiment.
Furthermore we will need to identify whether this way
of interaction can be generalized and applied in different
contexts in the home. Further research will attempt
to answer questions like: How do we handle increased
complexity? How should information about the
information/content that is exchanged be revealed and
how is control over the content provided? How can the
design of physical objects (appearance and behaviour)
enhance the creation of suitable mental models in users?
Where smart systems or environments try to predict
what the user is trying to accomplish, by being adaptive
and anticipatory, we need to identify ways to give the
users appropriate means to express themselves.
The possibilities, available services and information
that exist in the smart environment need to be
communicated in a meaningful way. Only if this is done
correctly will users be able to build helpful mental
models of the functionality the environment has to
offer, set goals and make plans on how to act.
By developing novel and meaningful interaction devices,
the user can then perform the necessary actions and
the system can in turn try to understand the users goals
and make the match to its internal models. We see a
vital role here for the theory of product semantics, the
study of how artefacts acquire their meaning and use its
theories to dene common concepts and semantics.
We are currently also working on making the
match from the other sidethe side of the smart
environment. By using technologies originating from the
Semantic Web vision and ontologies, to dene common
concepts and relations, we might be able to make a
better match between systems internal models of
interaction and the users mental model.
55
Abstract
In this article we summarize a number of facts and
design challenges related to the movements of our
heart and how it interacts with breathing and stress.
We take a design perspective, being interested in
creating bio-feedback systems which empower their
users in matters of health and coping with stress. Taking
a design perspective also means trying to understand
the working of the full loop which includes both the
user and the bio-feedback device(s). The form-giving of
the feedback to the user is an important design issue,
which is still largely unexplored. We show some of our
explorations, including a new representation called
circle maps, based on Poincar plots. Their usage for
real-time feedback is new to the best of our knowledge.
Keywords
Feedback Design, Bio-Feedback, Heart Rate, Variability,
Stress, Autonomic Nervous System, Visualization,
Experience Design
1 Introduction
In the context of design and movement, some of the
most interesting and vital movements are generated
by the dynamic systems inside ourselves. In this article
we contribute to exploring the design space of making
some of these movements accessible to our conscious
mind in ways which are beneficial to the user him or
herself. In an earlier work we gave an overview of the
57
3 Breathing
Breathing is interesting because it can be done
voluntarily, but if no attention is paid to it, an autonomic
regulation will take over. Since ancient times, breathing
has been studied and was used to develop methods
and therapies empowering their users in matters of
health and coping with stress. Without any claim of
completeness we mention pranayama yoga, npnasati
meditation [4], and autogenic training [5].
Breathing influences the heart rate; an effect is called
RSA (respiratory sinus arrhythmia). The medical
term respiratory sinus arrhythmia sounds perhaps
like a disease, but actually it is not, on the contrary,
it is a sign of working feedback (homeostatis). When
breathing in, the heart rate goes up, when breathing
out, it goes down. Functionally, this link has ecological
validity in that sympathetically controlled situations
of activation (fight/flight) are associated with high
heart rate AND breathing levels, whereas situations
of parasympathetically controlled relaxation and
vegetation are associated with low levels of heart rate
AND breathing levels.
Design and semantics of form and movement
59
4 Design opportunities
It is possible to display HRV in some representation
and provide this information to the user who may use
it to train and gradually gain some voluntary control
over his or her own HRV and possibly also his/her
degree of relaxation. Usually this involves the usage of
some special sensors, and a display which can be visual,
auditory or even based on 3D movement. It can be
combined with feed-forward and the measurement of
other bodily signals such as EMG (electro-myogram),
EEG (electro-encephalogram) or GSR (Galvanic
skin conductivity). HRV can be derived from ECG
60
Fig. 5. Scenery from the Journey to the Wild Divine. The design
is rich, full of narrative elements and aesthetically pleasing.
61
Fig. 7. Task inside the Wild Divine. Help the feather float up
62
6 Explorations
Focusing on the structural design aspects, we noted
that the calculated HRV works on the basis of a slowly
growing accumulative effect, whereas the presentation
of successive beat-to-beat intervals is more direct.
These two different merits, however, do contain
different information aspects of the influence of the
(para)sympathetic nervous system on the heart. For
example, the 0.1 cycle per second signal as mentioned
before, can only be recovered by measuring at least
10 heartbeats assuming the heart rate is 1 per second.
So, the HRV merit form the frequency domain is
intrinsically slow. On the other hand, the beat-to-beat
plot includes high frequency information as the variation
between two neighboring bars.
We asked whether it would be possible to go one step
further, developing a presentation which is even more
direct and accurate by focusing on the differences
between successive beat-to-beat intervals rather than
the intervals themselves. This turns out possible by
adapting a way of data plotting which recently has
become popular in the analysis of HRV [14], but which
has not been applied for real-time-feedback, to the best
of our knowledge. This is shown in Fig. 9. The notation
RRn means the n-th beat-to-beat interval whereas
RRn+1 means the (n+1)-th beat-to-beat interval.
So after beat numbered n, the next interval is plotted
on the y-axis and the previous interval on the x-axis.
But for the next beat, the roles change: the value which
was vertical is used for the x now whereas the next
value, RRn+2 is plotted vertically. This way of presenting
the behavior of a dynamic system is named after the
Frenchman Jules Henri Poincar (18541912) who
studied complex dynamic systems and was one of the
founders of modern chaos theory.
Compared to the traditional usage of Poincar plots,
in order to make them useful for feedback purposes,
we have made three modifications. First, the plot is
generated at real-time, not a posteriori. Secondly, we
let the older dots fade away, so the image does not get
cluttered up with too many irrelevant dots. Thirdly,
63
calculated heart
outlier
information
narrative
robustness
richness
adaptability
high
Low
high
medium
Medium
medium
low
High
low
rate variability
successive beatto-beat intervals
circle plot
experiments.
7 Context of use
All design decisions should take the context of use
into account. In the old meditation traditions such as
mindfulness of the in and out breathing, the general
advice is to find a quiet place. In the Buddhas words
(MN118) [15]: Here a monk gone to the forest or
to the root of a tree or to an empty hut, sits down;
having folded his legs crosswise, set his body erect, and
established mindfulness in front of him, ever mindful he
breathes in, mindful he breathes out. Contemporary
Kabatt Zinn also points out how mindfulness can be
practiced anywhere and anytime, summarized by the
phrase Wherever You Go There You Are. But the
training of heart rate variability is more specific than
a general present-moment-awareness. It demands
awareness of the feedback information. Common
sense tells that a quiet place will be helpful (it would
be interesting to do experiments to see whether this
assumption can be confirmed). It is the first authors
personal experience that biofeedback given via a
general-purpose computer brings the extra stress and
frustration that usually come with computer-usage such
as peripheral installation problems and associations
with tasks such as email handling (in other words,
using a computer to me means being very busy). By this
consideration, a dedicated device is preferred. To design
a dedicated room for meditation or relaxation can
be done using objects and images of aesthetic quality
and loaded with pointers to nature and meditation
traditions (this is what we did for the biofeedback
8 Outlook
From the above examples one might guess that the
research presented is only about 2D screen-based
presentation, but actually it is not. It is well possible
to present calculated HRV using an ambient installation
or dynamic 3D object. A typical example would be a
Buddha statue which would float higher when the HRV
is higher (like the SOH19 States of Nature art work
by Alex Vermeulen, but perhaps smaller, and driven
by HRV, not solar intensity). Since calculated HRV
changes only slowly, the technical problems are modest
and even slow actuators can be deployed. Another
example would be a lamp which gives less light or
moves up towards the ceiling when HRV increases.
For successive beat-to-beat intervals the same is
possible, and the effect of high HRV would be that the
object would engage in a kind of waving movement,
following the users breath. Clearly this puts extra
Design and semantics of form and movement
65
Acknowledgments
We thank Kees Blase, Tom Djajadiningrat, Pierre
Cluitmans and Loy Rovers for inspiring discussions
on the interplay of design and bio-feedback.
References
1 Feijs, L. Rovers, L. & Cluitmans, P. (2009). Flanker shooting
game; model-based design of biofeedback games. In A.
Gunand (Ed.), Proceedings of DPPI09. (pp. 483-494).
Universit de Technologie de Compigne.
2 Tarvainen M. & Niskanen JP. Kubios HRV Analysis. Version
2.0 beta. Users guide. Department of Physics. University of
Kuopio. http://bsamig.uku.fi/kubios/kubios_hrv_users_guide.
pdf (2.4.2008)
3 DeBoer RW, Karemaker JM & Strackee J. Hemodynamic
fluctuations and baroreflex sensitivity in humans: a beat-tobeat model. Am J Physiol Heart Circ Physiol 253: H680
H689, 1987.
4 T hich Nhat Hanh. Breathe, You are alive! Sutra on the full
for mind and body. Newleaf (Gill & Macmillan). ISBN 9780717134229.
6 Lehrer PM, Vaschillo E, Vaschillo B, Lu SE, Scardella A,
Siddique M. & Habib RH. Biofeedback treatment for asthma.
Chest (2004) 126(2) 352-361.
7 Hasset, AL, Radvanski DC, Vaschillo EG, Vaschillo B, Sigal LH,
Karavidas MK, Buyske S & Lehrer PM (2007). A pilot study
of the efficacy of heart rate variability (HRV) biofeedback
Appendix: Calculations
In this appendix we give the formulas for calculating the
coordinates of the circle plot as used in our prototype
software. Our prototype software is written in
Processing, but the equations and assignments are easily
deployed in any language of the readers choice. These
are the main equations:
x =(RR - RRavg) / 3
y = (RRprev RRavg) / 3
xrot = (7*x)/10 + (7*y)/10
yrot = (7*x)/10 + (7*y)/10
xplot = 2*xrot + width/2
yplot = yrot+ height/2
Industrial Design,
Eindhoven,
the Netherlands
Geert van Boxtel
Tilburg University,
Faculty of Social
and Behavioural
Sciences, Tilburg,
the Netherlands
Design and semantics of form and movement
67
Abstract
The design PeR was created as part of our research on
how to design for perceptive qualities in objects. PeR,
or perception rug, is capable of showing perceptive
activity related to actions from a subject and related to
other events. The integration of conductive yarns makes
PeR sensitive to the touch of a subject. Furthermore the
use of nylon threads enables a body of light to behave
within its surface.
Keywords
Designing for Interaction, Perception Theory,
Perceptive Qualities, Design Platform
1 Introduction
PeR integrates conductive and optic fibres, which
respectively are used to sense the touch of a subject and
to let a body of light act within the surface of the rug.
The design is part of a research project that investigates
how to design for perceptive qualities in objects.
1.1 Theory
The starting points for this research are considerations
of the phenomenology of perception [1] and the
ecological psychology [2]. Based on these notions,
perception, in this case, is described as inherently active.
Perception is the result of actions we undertake and
the consequent sensory feedback we experience. This
68
2 Description PeR
PeR is an exploration of how the theory mentioned
above is applicable in design. The structure and open
form of PeR allows for the exploration and the design
of different behaviours. This allows it to become a
platform for design.
In between the threads of the basic rug, conductive
yarns are integrated. These conductive yarns are
connected to several capacity sensors. An electric
capacity change is detected when the rug is touched by
69
References
1 M erleau-Ponty, M. (1945). Phenomenology of perception;
an introduction. Taylor & Francis LTd, 2nd Revised edition,
May 2002.
2 G ibson, J.J. (1979). An ecological approach to visual
perception. Lawrence Erlbaum Associates, London,
Reprinted in 1986.
3 Michaels, C.F., Carello, C. (1981). Direct perception.
Prentice Hall.
4 A bram, D. (1996). The spell of the sensuous. Vintage. 31-73.
5 Lenay, C., Touvenion, I., Gunand, A., Gapenne, O., Stewart,
J., Maillet, B. (2007). Designing the ground for pleasurable
experience. Proceedings DPPI 2007, Helsinki, Finland
6 Deckers, E.J.L., Westerhoff, J., Pikaart, M., Wanrooij, G.A.F.
4 Further research
S.A.G. Wensveen
C.J. Overbeeke
Eindhoven University
70
of Technology,
Department of
Industrial Design,
Eindhoven, the
Netherlands
Jrn Guldberg
guldberg @ litcul.sdu.dk
Abstract
Proponents of design semantics (e.g. Krippendorff)
have questioned the adequacy of semiotic theories
and methods in relation to addressing the meaning of
things and, in particular, the role of design in meaning
construction. Scepticism towards, not to say dismissal
of, a semiotic approach seems to be based on an
understanding of semiotics as a branch of linguistics,
which, accor-ding to the critics, postulate that things are
vehicles by means of which meanings are communicated.
However, in the literature on design semiotics, another
idea of the meanings of things was re-introduced 40
years ago by the Argentine architectural theorist
and critic, Juan P. Bonta, who drew attention to the
indicative function of design. Charles Peirce, whose
predicament of the index was shaped 80 years earlier,
is another theoretical source to this matter. Ten years
ago, in the book edited by Dagmar Steffen (Design as
Produkt-sprache), the so-called Offenbacher Ansatz to
the language of products (Steffen, Brdek, Gros,
Fischer) put forward another usage of the semiotic
category of the index (in German: Anzeichen).
The aim of the following is, first, to question the idea
of design as communication as a an adequate model
of meaning construction in design objects, second, to
throw light on the index category and its relevance
to design semiotics/semantics in order to elaborate
the phenomenal approach to the materiality of things
as a meaning component. Bontas and the Offenbach
Keywords
Meaning of Things, Design and Communication,
Materiality of Things, Index/Anzeichen Function
of Design.
1 Introduction
One of the most persisting challenges to design theory
as well as to design practice is that of defining how
meaning results from, and within, the relationship
between humans and things. This challenge becomes
even harder to take up if it is narrowed down to the
task of specifying the particular role design plays in
this connection. More specifically, the question is
how agents of design either facilitate or hamper the
formation of various kinds of meaningful relationships
between objects of design and the human agents in their
capacity of viewers or customers, users, possessors etc.
of given objects for use.
Several approaches have been introduced since the
1960s, most of which describe meaning construction in
design objects as a kind of communicative act or speech
act. Basically, this implies that the traditional linguistic
matrix of sender-message-receiver has functioned as a real
or metaphorical scheme to be filled out and, at best,
Design and semantics of form and movement
71
adapted to represent the relations between designerobject-user in more or less sophisticated ways. However,
this model applies only with difficulty to the real world
of thing acts. Many questions arise, for instance, is
the role of the designer actually that of a sender? Why
are investors, manufacturers, retailers, etc. only as
rare exceptions attributed this role? Why choose the
user as the privileged agent for the receiver position?
And, in the end, does a design object really convey
messages - apart from, of course, in the special cases of
a communication design? [16], which, of course, should
be acknowledged and studied as such. The following,
however, is not about communication design; the
concern is with design and objects of design in general.
An alternative to communication as the theoretical
and pragmatic modelling of meaning construction in
things and the role of design in that context is indication
and the various conceptualizations of the indicative
sign function or sign modality in, first of all, Peirce,
Buyssens, Prieto, Bonta, the Offenbacher Schule and
in the new material culture studies that combine an
interest in the reciprocity of indexicality and agency.
What follows is, first, a rehearsal of the most basic
elements of Peirces definition of the index category
within his rigorous, yet flexible semiotic systematism.
Next follows a brief introduction to the Argentine
architectural critic and design theorist, Juan Pablo
Bontas theory of indication as the nucleus of meaning
creation in design. Subsequently, these theories are
compared to the ideas of the Offenbach School
concerning design as product language based on the
category of Anzeichen- German for indicator [36].
Finally, the indication approach will be set against some
new theories of materiality that have evolved recently
in material anthropology. The aim here is to identify a
shared interest among material culturalists, semioticians
and representatives of design studies in re-attributing
material qualities to things and to insist on materiality
as a source of meaning in design. For this purpose, a
critique of the index is needed, and a critique means
an attempt to disentangle and elucidate the essential
conditions for the function of this particular sign.
2 The problematic
The point of departure for the following considerations
is that the model of communication, even if used
metaphorically, sometimes with interesting results,
72
References to
Collected Papers of
Charles Sanders Peirce,
vols. 1-8, Cambridge,
Mass.: Harvard
University Press, 1931-
page 228.
2
general introductions
to Peirces sign theory
are (in chronological
order) Johansen (1993),
Liszka (1996), and Short
(2007).
73
75
77
79
81
Acknowledgement
References
London: Routledge
2 B arnard, M. (2005). Graphic Design as Communication.
London: Routledge.
3 B onta, J. P. (1979). Architecture and its interpretation.
Architecture.
Press.
Design and semantics of form and movement
83
Jrn Guldberg
University of Southern
Denmark at Kolding,
Denmark
84
Abstract
This paper reflects on the notion of prototyping for
interaction and participation in design by looking at
the arguments that have been given about its purpose
and benefit. It then explores how these arguments
play out in a practical case study in which design
students set up participatory sessions and reflect on
the effectiveness of prototyping in them. Conclusions
include that the term prototype remains a source of
potential misunderstandings, that a true exploration
of prototyping requires smaller exercises and more
iterations, and that interactions in prototyping sessions
need attention in order to enable participants to really
explore future interactions.
Keywords
Prototyping, Prototypes, Interaction, Participation,
Things
1 Introduction
People encounter and use products, systems and
services in new and complex ways. This makes it
necessary to prototype interactions early in design,
enabling users and other stakeholders to experience
(part of) a use situation before design concepts have
been fully developed. Design prototypes have been
described as explicitly representing the function,
behaviour and structure of a design at each relevant
85
conventional
Design
for
design
process
Interaction
Prototyping
for
Interaction
and
Participation
designer
designed
product
current
interaction
s
context
design
+
use
v1
designer
Fig. 1. A schematic
illustration of
differences in aims
of the Prototyping
for Interaction and
prototypin
g
stakeholde
r
Participation course
and a design process:
PIP is seen as a
participatory rather
than a design process.
product
use
use
v2
-
v
.
future
interaction
s
future
interaction
s
insights,
shared
views
it can function as a
stage in a Design for
Interaction process.
87
Sub aim:
You generate insights on needs, concerns and future
interactions of the stakeholders. You work on a case.
You draw up a plan for a session in which you work
together with your stakeholders. Your insights should
be useful to the stakeholders and to the case owner.
89
Fig. 5. From left to right and top to bottom: the catalogue, the
metaphorical candles (top: childsafe products, bottom: nonchildsafe products. With child-appealing styling elements on
the left side, without them on the right side), the role-playing
of parent and child in a rushed early-morning scenario, and the
artefact making with a cardboard toaster (real toaster in the
foreground).
91
3 Reflection
The reflection is a result of the combined monitoring
activities that took place throughout the course. The
reflection is structured according to the guidelines
the course organizers had set themselves in order
93
95
Acknowledgments
We thank the students Miquel Ballester Salva, Aniek
Vliegen, Paul Putten, Carola Koeken, Meike van den
Broek and Michel Sperling for choosing to participate
in this elective course, working enthusiastically on their
cases, and providing us with insightful reflections on
their course activities. We also thank the Dutch FCPSA
and the Marketing and Communication department of
the TUD for providing interesting and challenging cases
for the course.
References
1 G ero, JS (1990). Design prototypes: a knowledge
representation schema for design, AI Magazine 11(4): 26-36
2 Sleeswijk Visser, F. (2009). Bringing the everyday life of
people into design. Unpublished doctoral dissertation, Delft
University of Technology.
3 Stappers, P.J. (2007). Doing design as a part of doing
research. Design research, an oxymoron? In: Michel, R. (Ed.)
Design research now: Essays and selected projects. Board of
International Research in Design. Basel, Birkhuser.
4 B uchenau, M. & Suri, J.F. (2000). Experience prototyping. In:
Proc. DIS 2000, ACM Press. 424433
Gert Pasman
Ingrid Mulder
Trondheim, Norway.
Delft University of
Technology, Faculty
of Industrial Design
Engineering, Delft,
The Netherlands
97
Abstract
Design and theory were developed separately in most
cases. There is an applicability gap between theories
and a direct access to apply them in practice. It is a fact
that products bear signs and thus could be analyzed
by semiotics; they can be decoded. But how are they
encoded? This paper describes an approach to put
properties and character into products by a multistage technique of association, concentration and
concretization. The method was applied by students
to 14 design studies. Three studies are presented here,
and one is explained in detail. The examples show, that
this method fits well to visualize the typical character
of a manufacturer.
Keywords
Semantic Transfer and Form-Finding Process
1 Introduction
Product language is a common concept to all designers,
although there is not unified definition yet. A practicable
determination of this term should assume a systemic
relationship between human, object and context,
mediated by communication. Industrial products serve
diverse expectations of the customer and user, from
need satisfaction to the wish-fulfillment. The realization
of these qualities is experienced, via impressions of the
sensory modalities and their cognitive processing, when
they are perceived and used.
98
(Fig.Solis)
3 Methodical approach
14 participants attended the course, all studying in the
2nd semester of Industrial Design. In the first semester,
they had participated in lectures about semiotics,
aesthetics and design basics. The additional expertise
required was presented in the theory section of the
course. Alongside with design semiotics the teaching
of the applied method was put at the center. It ties
in with that developed by Lannoch, who has been
professor in Pforzheim as well from 1987 to 2004.
Design and semantics of form and movement
99
Phase
Step
Description
Example
Analysis
Collecting attributes
J.and H.
spirited, rather
Lannoch
geometric dimensions
boasting, generous,
(p.4)
rather, noisy,
(Alessi Task)
eccentric, polarizing.
Association
Searching associations
J.and H.
Lannoch
other connotations
Generation of
3*
new metaphors
Experimental definition
J.and H.
Lannoch
concepts
Concentration
and focusing
Concretization
space/material
swinging, bright;
semantic space
depressed, flat
bright, shiny
applicable to material,
(chrome)
Author
H. Solis
H. Solis
4 Results
Fig. 5. Above: historizing metaphor (washtub); drawings by
101
Fig. 8. Left: Product family of radios by Philips
(1970). Right: Roller Radio by
Philips(1982) (figs. Philips)
Fig. 7. Prototyping (1:1): Evelyn Schmidt; photo: Solis (left), Schmidt (right)
Fig. 9: Left: Current household devices by Philips (photo Philips): quite simple geometry,
framing black edge to separate the parts of the shell and matte aluminum are typical. Right:
sketches from Thylmany to approach the manufactures visual code.
purist
functional clear
self-explaining discreet
geometric
served as access to form finding.
employing the semantic elements of the Philips range. Different functions are provided
by change of insets (Fig, Thilmany)
103
iPhone software
interface compared to
calculator by Braun.
The example shows,
(Open-Source) [9].
References
1 Steffen,, D. (2000): Design als Produktsprache. Der
Offenbacher Ansatz in Theorie und Praxis. Frankfurt am
Main: Verlag Form.
2 Hochschule Pforzheim (2009): Works 01: Industrial Design
2008/2009, eine Auswahl. S. 14, 16-17.
3 L annoch, H. & Lannoch, H.-J. (1987): Vom geometrischen
zum semantischen Raum. form 118, S. 12-17.
4 L annoch, H.-J. (1989a): Toward a semantic notion of space.
Design Issues Vol. V, No.2, S. 40-50.
5 L annoch, H.-J. (1989b): Einfhrung in das rumliche
Entwerfen mit dem semantischen Raummodell. In:
Fachhochschule fr Gestaltung Pforzheim (Hg.): Industrie
Design/Kfz-Design (S. 11-16). Pforzheim: FH Pforzheim.
6 A lessi (Hg., 1998): Alessi. The design factory. 2. Auflage.
London: Academy. S. 1618.
7 H eskett, J. (1989): Philips: a study of the corporate
management of design. London : Trefoil
8 K linke H. (2001): Apple-Design. Die Kunst der
Produktgestaltung zwischen Userzentrierung und sthetik
Kunsttexte.de. 1/2010 - 1 http://edoc.hu-berlin.de/
kunsttexte/2010-1/klinke-harald-7/PDF/klinke.pdf
Hector Solis-Muiz
Stephen Rust
Braunschweig
University of Art,
Brunswick, Germany
Design and semantics of form and movement
105
Semantic dimensions:
A web-based game to evaluate
the meaning of form
Abstract
This paper presents a novel research tool to analyze the
semantics of three-dimensional forms. We developed
an online game that uses crowdsourcing techniques
to gather data about the perceptions of form from
different people all over the world. The aspired result
of the tool is a collection of statistical data about the
semantics of form. The data could be used by designers
to better understand and control the connotative
meanings embedded in the shape of their designs.
Keywords
Semantic Differentials, Crowdsourcing, Semantics
of Form
1 Introduction
Product Semantics has been identified as an important
research area in the field of product design. Not only
the color, the material, and additional branding add
to the meaning of an object, but also the shape of the
product itself can support a specific message that the
designer wants to transfer to the user.
However, it seems to be difficult to control the
perceptions that the user or observer experiences when
seeing specific shapes, since these are highly individual.
The concept of semantics is based on the intuitive
associations of the observer, as well as on collaborative
conventions within a culture or community. Both,
106
2 Related work
There have been numerous publications about product
semantics, e.g. Steffen [1] summarizes the Offenbach
approach in her book design as product language.
The term product semantics was coined by
Krippendorff and Butter [2]. They are in-line with
Wittgensteins [3] definition of meaning as use,
culminating in the axiom that humans do not see and
act on the physical qualities of things, but on what they
mean to them [4, pp. 47]. According to Wittgenstein [3],
3 Our approach:
The semantic dimensions game
Our concept is a web-based application in the form
of a game that motivates people to participate because
it is fun to play. The game is actually a research tool,
to collect data about what certain three-dimensional
shapes mean to people. Two players virtually play with
each other by trying to label and analyze images of 3d
shapes, that they are presented. The more similar the
answers of both players are, the more points they get.
For a screenshot of the web application see Figure 1.
The design of the game motivates people to participate
in a (usually pretty boring) questionnaire about semantic
shapes (see [12] for the IT aspects of the prototype).
Since they only get points, when both players give
similar answers, they will be encouraged to give true
answers, and cheating will be discouraged. The random
pairing of two players who rate the same image, works
as a quality control mechanism. Moreover the game
will give the possibility to distinguish between different
cultural backgrounds of the participants (by identifying
the location) and to evaluate a possible impact of culture
on the semantic perceptions of form.
3.1 Collection of shapes
The starting point of the project was to develop nearly
100 different plaster shapes to be presented to the
participants of the game. For this purpose we developed
Design and semantics of form and movement
107
Term
Opposite Term
Arrogant
Polite
Aggressive
Peaceful
Safe
Dangerous
Conservative
Modern
Comfortable
Uncomfortable
Seductive
Reserved
Fast
Slow
Dumpy
Elegant
Friendly
Unfriendly
Healing
Toxic
Healthy
Unhealthy
Light
Heavy
Young
Old
Loud
Quiet
Brave
Anxious
Static
Dynamic
Cheap
Expensive
Precious
Worthless
Happy
Sad
Weak
Strong
4 Conclusion
In the semantic dimensions game, the participants are
presented with a picture of a particular shape, and
additional questions in the form of a 5-point Likert
scale, asking them to rate that shape according to
the semantic differential suggested. Those semantic
differentials are randomly picked from the list of
predefined terms. Additionally, the players get an open
question, which asks them to describe the shape in
one word.
108
References
1 Steffen, D. (2000) Design als Produktsprache Der
Offenbacher Ansatz in Theorie und Praxis. Verlag form,
Frankfurt/Main
2 K rippendorff, K. & Butter, R. (1984). Exploring the Symbolic
Qualities of Form. Innovatios, 3(2), 4-9.
3 W ittgenstein, L. (1953). Philosophical Investigations,
Blackwell, Oxford.
4 K rippendorff, K. (2006). The Semantic Turn; A New
Foundation for Design. Taylor&Francis, Boca Raton.
5 MacDonald, E., Lubensky, A., Sohns, B. & Papalambros,
P. (2009). Product semantics and wine portfolio optimization,
Int. J. Product Development, 7(1/2)
6 Hsu, S.H., Chuang, M.C. & Chang, C.C. (2000). Semantic
differential study of designers and users product form
perception, Int. J. Industrial Ergonomics, 25(4), 375391.
7 Petiot, J. & Yannou, B. (2004). Measuring consumer
perceptions for a better comprehension, specification and
assessment of product semantics, Int. J. Industrial Ergonomics,
33(6), pp. 507525.
8 Howe, J. (2006). The rise of Crowdsourcing, Wired, 14(6)
9 A mazon (2005). Amazon Mechanical Turk, URL (accessed
20.2.2010): https://www.mturk.com/mturk/welcome, first
online November 2005
10 G oogle (2006). Google image labeler. URL (accessed
20.2.2010): http://images.google.com/imagelabeler/,
(accessed 20.2.2010), first online August 2006
11 von Ahn, L. and Dabbish, L. (2004) Labeling Images with
a Computer Game. Proceedings of the 24th international
conference on Human factors in computing systems (CHI),
319-326.
12 M ller, R.M., Thoring, K. & Oostinga, R. (2010).
Crowdsourcing with Semantic Differentials: a Game to
Investigate the Meaning of Form. In, Proceedings of the
16th Americas Conference on Information Systems
(AMCIS), Paper 342
Katja Thoring,
Anhalt University
of Applied Sciences,
Urbana, USA.
Department of Design
in Dessau, Germany,
Roland M. Mller
University of Twente,
Department of Information Systems and
Change Management,
Enschede,
The Netherlands
Design and semantics of form and movement
109
Abstract
1 Introduction
Keywords
Aesthetics, Visual Decomposition, Brand Perception,
Vehicle Design
110
3 Perception
In order to better understand the effects of product
aesthetics, perception of products and the basic
psychology of the way products cause emotional
responses must first be understood. Perception
describes the idea of processing sensory information,
hence the first stage of perception of visual forms is the
way in which they are seen. There is general agreement
that the way forms are seen follows Gestalt rules,
these suggest that things are initially seen holistically
(as a single object). If this visual form holds attention
or is of interest it is then viewed atomistically [2], in
other words the different elements that make up the
form are considered. Depending on the complexity
of the form, a process of categorization occurs during
these stages where consumers attempt to place objects
within preconceived categories to better understand
them. For example, one may see a form, say a chair,
then categorize this form as a chair, and then if inclined,
notice the type of upholstery, decorations on the legs
and pattern of the fabric.
Having defined the way the information enters the
brain, the way in which it is digested and processed can
be considered. Norman [6] discusses the way in which
people form an opinion of products and experience
emotions as a result. He defines the cognition process in
three stages, as much other literature also suggests. The
stages consist of: one where the visual form is processed,
one where experience of using the product is processed,
and finally one where preconceived ideas or memories of
previous experiences are processed. These factors are all
considered and result in emotions leading to an appraisal
and formation of an opinion of the product.
Desmet [7] concentrates specifically on the emotions
derived by products and the way in which these
emotions are elicited. His model is more simplified than
the aforementioned three stage models, indicating two
areas, concerns or pre conceptions of how the product
should perform and the stimulus, the product itself.
It is also stated that it is the personal significance of
the product to the user, rather than the product itself
Design and semantics of form and movement
111
113
Fig. 4 Responses to survey
8 Results
115
9 Discussion
The purpose of conducting this survey was to assess the
validity of the decomposition strategy and obtain some
initial insights on the influence of different aesthetic
features on consumer recognition of brand. When first
viewing the results Figure 4 it is instantly clear that
different isolations of feature categories elicit different
levels of response from participants. Thus it can be seen
that despite the relatively high level of abstraction of
images shown to participants, and the aesthetic features
that constitute images are still rich enough to elicit
a range of responses.
Over the course of the survey, the number of feature
categories that make up an image increases. At the
first level, one feature category is shown per image.
One further feature category is added per image at
each of the subsequent levels until level 5 where the
complete design is shown. Hence, as participants
progress through the survey, they are given increasing
levels of information. However surprisingly, the number
of correctly identified characteristics did not increase
proportionally with the increasing level of information
(number of feature categories included) in each image.
In responses from all three questions, there are less
correct responses at levels 3 and 4 than there are for
some response at level 2. Namely questions referring
to A14 (1 feature category/level) B23, M25 (2 feature
categories/levels) received more correct responses than
images F31, A32, H4 (3and 4 feature categories/levels)
to all three questions.
116
10 Conclusions
Appearance has been highlighted as a one the influential
factors leading to a successful product. This paper
reports the development of a strategy to decompose
aesthetic features that constitute a products appearance
in order to explore the influence of certain features
on brand recognition. A web based survey was devised
to assess the validity of the decomposition strategy
and to gain initial insights on the influence of different
decompositions of aesthetic features on brand
recognition. Following this investigation it is possible to
draw several conclusions. It can be concluded that the
proposed strategy for decomposing product appearance
into feature categories was successful.
It isolated different geometries and features in designs
Design and semantics of form and movement
117
Acknowledgements
Nick Hull of the School of Art and Design at the
University of Coventry and Graham E. Pepall are
acknowledged for their insights on practices of
designers in the initial stages of vehicle design.
The work reported in the paper was carried within
the Innovative Design and Manufacturing Research
Centre at the University of Bath. This is funded by the
Engineering and Physical Sciences Research Council
(EPSRC) under Grant number reference GR/R67507/01.
This support is gratefully acknowledged.
References
1 Page, C. and P.M. Herr. (2002). An Investigation of the
Processes by Which Product Design and Brand Strength
Interact to Determine Initial Affect and Quality Judgments.
Journal of Consumer Psychology, 12(2), 133-147.
2 B loch, P.H. (1995). Seeking the Ideal Form: Product Design
and Consumer Response. The Journal of Marketing, 59(3),
16-29.
3 Rompay, T.V., A. Pruyn, and P. Tieke. (2009). Symbolic
Meaning Integration in Design and its Influence on Product
and Brand Evaluation. International Journal of Design 3(2), 7.
4 Warell, A., J. Stridsman-Dahlstrm, and C. Fjellner. (2006).
Visual product identity: Understanding identity perceptions
conveyed by visual product design, in 5th International
Conference on Design & Emotion, K. M, Editor: Gteborg.
5 Moulson, T. and G. Sproles. (2000). Styling strategy. Business
Horizons, 43(5), 45-52.
6 Norman, D. (2004). Emotional Design: Why We Love (or
Charlie Ranscombe
Ben Hicks
Glen Mullineux
Baljinder Singh
University of Bath,
Dept. Mechanical
Engineering, Bath, UK
Abstract
1 Introduction
Keywords
Brand Development, Consumer Studies, Food Industry,
Packaging Design
119
ethical consumption has gained importance in WesternEurope, the brands ability to intensively communicate
these aspects is vital to any food company. In spite of
that trend, eggs are still considered as a bulk production
without differentiating brands. The aim of our case is
to research the goals and outcomes of a newly founded
Finnish egg producing company, Kieku Ltd whose
owners wanted to create a strong egg brand with
distinctive characteristics based on: locality, product
traceability, safety, health benefits, and responsible
production methods.
The package was the main marketing means since
the start-up company had limited media marketing
resources. In addition, the administrative board decided
to invest in a package that would attract the consumers
attention at the point of sale. Connolly and Davidson
[12] have estimated that 73 percent of purchase
decisions are made at the point of sale. This estimation
is quite convincing since especially daily and grocery
purchases require only low involvement. Therefore,
it can be suggested that product packages and package
design might have a substantial effect on consumers
decision making. It is the package that represents
the product during the purchase process. Based on
a case study we will discuss how the study of consumer
preferences can support the package attributes
development.
In conclusion, we will show how the key elements
of new egg brand under creation can be transferred
to the attributes of package design. We also discuss
the elements of packaging design that existing consumer
studies have highlighted. Of particular interest are the
results of the studies that can be applied in order to
support the packaging design of a company.
121
Fig. 1. New OmegaOptima barn cage and enriched cage eggs
launched in April 2009 (photograph: VersoFinland ltd).
Fig. 2. The typical
sales layout
and package of
eggs in grocery
stores in Finland
(photographs:
Author) .
123
124
Fig. 3. Imagic carton provides both colours and large space and
quality printing options for creating distinguished graphic for the
introduced to
consumers were from 1
to 5. (1=Strongly Agree,
2= Agree, 3=Not Sure,
4=Disagree and 5=
Strongly Disagree).
To the question
4 Conclusions
Packaging protects and preserves the product, facilitates
distribution and promotes customer choice. It sells,
informs and instructs the consumer, provides consumer
convenience and helps contain prices. Packaging also
promotes hygiene and safety, and it is innovative [5].
The package of a food product has several functions to
serve. The packaging design can be utilised in various
ways. This multidimensionality of the packs was
the starting point of our research, and it proved to
be both a concrete challenge and a possibility for the
development process. We came to the conclusion that
the factors related to packaging design would be best
shown by utilising an actual case from the food industry.
Eggs have traditionally been perceived as lowinvolvement, bulk, non-branded, of uniform quality
and homogenous food products. In the case of lowDesign and semantics of form and movement
125
References
35(9), 677-690.
127
19 De Souza, E., Minim V., Minim L., Coimbra, J. & Da Rocha,
R. (2007). Modeling consumer intention to purchase fresh
produce. Journal of Sensory Studies 22(2), 115-125.
20 U nderwood, R. & Klein N. (2002). Packaging as brand
communication: effects of product pictures on consumer
responses to the package and brand. Journal of Marketing
Theory and Practice 10(4), 58-68.
21 G rossman, R. & Wisenblit, J. (1999). What we know about
consumers colour choices. Journal of Marketing Practice:
Applied Marketing Science 5(3), 78-88.
2 2 K auppinen, H. (2004) Colours as Non-verbal Signs on
Packages. Helsinki: Swedish School of Economics and
Business Administration.
23 Rettie, R. & Brewer, C. (2000). The verbal and visual
components of packaging design. Journal of Product and
Brand Management 9(1), 56-70.
Toni Ryynnen
University of Helsinki,
Department of
Economics and
Management,
Consumer Economics.
Helsinki, Finland
Annaleena Hakatie
Aalto University,
School of Art and
Design, Industrial
and Strategic Design,
VersoFinland Ltd,
Helsinki, Finland
128
Stijn Ossevoort
stijn.ossevoort @ hslu.ch
Abstract
Keywords
2 Product durability
1 Introduction
For too long, design has been hijacked by our
consumption driven economic system. When the world
economic system came to a standstill during the great
depression, market pioneers actively persuaded the
world to consume its way out [1]. From that point
onwards design became an important tool to stimulate
129
3 Improving durability
3.1 Underlying factors
It is hard to compare products based on sustainable
criteria such as energy consumption, material usage,
reusability or recyclability. Even for products of the
same category it is difficult to judge the environmental
impact because most sustainable criteria are complex
and may not produce comparable results [8].
Comparisons are much easier when the product lifetime
is considered. Products that last a long time are more
likely to be judged the best sustainable choice, with
the exception of products that consume a substantial
amount of energy during usage, such as cars, fridges
or light bulbs [5]. The lifetime of these energy hungry
products may be challenged when they become less
efficient in comparison with new technologies.
In general, extending the product lifetime is an important
approach toward reducing the environmental burden.
However, if product life is such an important issue,
why are products replaced at ever increasing rates?
Shedroff and Walker name several factors that
influence the end of a products life. These factors vary
from disposability, wear, non-reparability, functional
obsolescence, technological obsolescence and aesthetic
(psychological) obsolescence [8,9]. Most of these
are directly linked to the products physicality unlike
aesthetic obsolescence, which is defined by the way we
perceive products. I have used this distinction to classify
these factors as either physical or perceptive (table 1).
For each factor I have added some common solutions
on how to improve the products durability.
3.2 Aesthetic obsolescence
Aesthetic obsolescence describes the urge to buy newer
versions based on style differences, caused by either
fashion or wear-and-tear. Products that experience
End of life
Cause
How to improve
Physicality
Disposability
Wear
Non-Reparability
Functional
Obsolescence
Technological
Obsolescence
Perception
Aesthetic
Hard
Obsolescence
Qualities:
Aging [16]
Soft
Qualities:
131
4 A new challenge
4.1 From durables to consumables
Durable goods are generally defined as products of
which the expected lifetime exceeds three years [17].
This definition would mean that mobile phones are
consumables since the average life span of a mobile
phone is no more than 18 months [18].
The average life span of electronic products is still
decreasing, with the newest technologies taking the
lead. Research showed that 25% of vacuum cleaners,
60% of stereos and 90% of computers are still in
working order when they are disposed of [5]. With
the latest technology, life times worsen; most mobile
phones, when thrown away, are still in working order
[19]. Electronic durables become consumables just like
users become consumers.
Instead of improving the life span, fast developing
technology has a negative influence on the lifetime
of common electric appliances, such as toasters,
vacuum cleaners or sewing machines. More electric
appliances become electronic appliances through
the addition of electronic functions such as timers,
programmable settings or status indications. These
additional functions make them more vulnerable,
difficult to repair and sensitive to changes in technology
and style, which negatively influences their lifetime.
A straightforward approach to improve their lifetime
would be to reject materiality and strive for immaterial
products or services.
4.2 Immateriality
Immateriality has long been seen as a saviour to our
material obsession. Many products such as analogue
water meters, computer backup drives or books and
newspapers have been replaced by an online service
132
End of life
Cause
How to improve
Physicality
Disposability
Wear
Non-Reparability
Functional
Obsolescence
Technological
Obsolescence
Perception
Aesthetic
Hard
Obsolescence
Qualities:
Aging [16]
Soft
Qualities:
Performance
Behavioural
Soft
Obsolescence
Qualities:
Upgradability
133
5 Conclusion
The lack of product durability is an important but
difficult problem to tackle. Products with a longer
lifetime are easily more sustainable than attempts
to adjust the material and energy intake during
production. Unfortunately, most products still show a
lifetime much shorter than their materiality allows, in
particular electronic devices. It is hard to increase the
products durability since it requires improvements on
various product levels which involve different players.
Firstly, on the physical level, any product has a limited
lifetime due to its material components. Products
are subject to wear and tear but might just as well be
surpassed by a new technology or the impossibility
of upgrading or repairing the product. Improving the
physical durability involves convincing companies that
products that last longer can fit with a healthy
business plan.
Secondly, every product carries a specific meaning
that is generated by the user. Products are sensitive
to aesthetic obsolescence when the user is not able to
establish a meaningful relationship. There are many ways
to improve designs either through a products hard or
soft qualities.
A new, third improvement is necessary to increase the
product durability. As products in general become more
intelligent they show a certain behaviour, which shapes
the relationship to the products user. To overcome
monotonous relationships intelligent electronic
products need to be fluid and easy to upgrade. This new
challenge can be related to as behavioural obsolescence.
References
1 M eikle J. L. (1995). American plastic: A cultural history. New
Brunswick, NJ, Twentieth Century Limited, Philadelphia, 1979.
2 Craig M. Vogel (2009). Notes on the evolution of design
thinking: A work in progress, DMI Review, volume 20,
number 2, 2009.
3 N ever leave well enough alone (1951). Autobiography of
Raymond Loewy, published online via www.raymondloewy.com
4 Chapman, J. (2009) Design for (emotional) durability.
Massachusetts Institute of Technology, Design Issues:
Volume 25, Number 4 autumn 2009.
134
Stijn Ossevoort
Lucerne School of
Abstract
Souvenir products are probably as old as travelling.
They materialize both personal memories and social
encounters. In destination marketing, they may play
an important role by word-to-mouth promotion.
As emotional and narrative objects, they challenge
designers ingenuity. However, design studies have
neglected the topic and theoretical approaches from
a design perspective are lacking. This paper proposes
a framework for the design of souvenir objects based on
product semantics. First, it briefly resumes the state of
the art in souvenir studies as achieved in social science.
In a second and main part, it analyses existing souvenir
objects using product semantics models. Finally,
conclusions aimed at the outline of a design brief are
drawn and discussed.
Keywords
Product Semantics, Souvenir Design, Destination
Marketing
1 Introduction
Souvenir objects are well known to all of us. We
treasure them in our homes, our bags, and our pockets.
They bear in remembrance remote places and times
or past events. As animated objects [1, p. 52], they
are able to trigger our souls. The word souvenir is
closely tied to tourism and travelling and the borderline
to merchandising articles is blurred. The intersection
135
2 Souvenir studies
Various disciplines have dedicated research to the
history and character of souvenir objects. They have
136
137
Last not least, local products reach far back into the past
and are often closely tied to local materials, craftmen
techniques and distinctive ornamentation. Local
knowledge and tradition offer rich potential for seducing
design updates anchored in cultural heritage. Yii design,
a project initiated by the Taiwan Craft Research Institute
[26], for example, transforms traditional craft through
design. Creative director Gijs Bakker enhances an
approach developed earlier: the fusion of local and
global, producer and designer, user and creator,
traditional and contemporary [27].
From the design perspective, each of the five
subcategories offers starting points for innovative
drafts. Good knowledge of the place and its visitors will
inform a successful decision.
After coming to a decision on the reference, the
designer has to clarify a second crucial question:
How does the reference or the content become manifest
in the material object? Basically, this is a question of
style as various interpretations of the Brandenburg
gate demonstrate. Objects range from naturalistic
miniatures, snow globes and sheets of construction
paper for do-it-yourself to humorous and minimalistic
re-interpretations (Fig. 4). Even though they indicate the
same referent, the messages differ obviously. Due to
its iconic qualities, the miniature replication shows how
the monument looks like while the snow globe adds a
humoristic flavour. Further, the brush presents
Design and semantics of form and movement
139
Otl Aicher
University Wuxi)
Design and semantics of form and movement
141
Acknowledgments
This paper is based on an applied research project
funded by CTI, the Swiss Confederations Innovation
Promotion Agency (http://www.bbt.admin.ch/kti/index.
html?lang=en).
References
1 B rock, B. & Zika, A. (Eds.). (2002). Der Barbar als Kulturheld.
sthetik des Unterlassens Kritik der Wahrheit. wie man
wird, der man nicht ist. Gesammelte Schriften III, 1991-2002.
Kln: DuMont.
2 G ordon, B. (1986). The souvenir: Messenger of the
extraordinary. Journal of Popular Culture, 20(3), 135-146.
3 W idmayer, P. (1991). Zwischen Kitsch und Kunsthandwerk Souvenirs, eine Gestaltungsaufgabe fr Designer? In Design
Zentrum Bremen (Ed.), Die innoventa-Musikanten. Wie die
Bremer Stadtmusikanten unter die Designer fielen. (pp. 104108). Bremen: Worpsweder Verlag.
4 K rauss, J. & Wenke, U. (Eds.). (2000). Am Anfang war
der Tintenfleck. Der Deutschen liebste Burg im Souvenir.
Eisenach: Wartburg-Stiftung.
5 Deutscher Werkbund. (1937). Das Reiseandenken.
Ausstellung des Landesgewerbemuseums Abt. Sammlungen.
Stuttgart.
5 Discussion
Design is without doubt able to challenge souvenir
clichs and stereotypes. Nevertheless, destinations,
retailers and tourists will not always and not necessarily
reward such innovation. In order to innovate
commercial souvenirs successfully, designers need to
collaborate with all responsible actors involved. They
need good background knowledge and comprehension
of the local lure. The triangular model outlined in this
paper provides a useful basis. However, the users angle
in this model needs further investigation. Tourists
and their purchase motivations are somewhat of an
enigma in the discussed setting. Astonishingly, neither
tourism researchers nor tourism entrepreneurs dispose
of reliable data. Ethnographic enquiry may help to
learn more about souvenir preferences of different
target groups since quantitative research seems to
be inappropriate. Hence, in a next step the research
project Souvenirs: Destination Marketing and Design
will interrogate souvenir purchasers to evaluate
acceptance and potential of the developed new souvenir
objects. The final version of the process manual will
incorporate these findings.
143
Franziska K.
33. http://www.hochparterre-schweiz.ch/p2143.html
Nyffenegger,
Dagmar Steffen
Lucerne School of
Abstract
Keywords
Culture, Design, Urban Space
145
147
149
4 Methodology
For the development of this research it has been quite
important to understand citizens as an integral part of
the design process, Community Participation in Design
by Henry Sanoff is a significant concept that although
needs a careful tracking of theory and practice (because
in terms of human character every community has its
cultural particularities) could lead us to results that
reflect a synergy and understanding between citizens
and their urban space.
As professionals able to participate in public projects,
designers should recognize the extended human variety
and its continuous changes, which needs a special
approach where designers must get closer to peoples
routines in order to understand their real expectations.
Inside this process is also important an evaluation
stage where the community participation not only will
Fig. 3. Viernes de Barrio Abajo (Fridays at the neighborhood called Barrio Abajo)
Fig. 4. Electronic bollards for enclosing some streets project developed by Beatriz Vizcaino and Tamar Guzmn.
were truly involved at all stages that was the best evidence of
their consent [11].
Despite the few resources obtained for this research
there is an initial stage that has already begun, where
it was determined the whole structure of the project
based on the concept of Community Participation(during
the collection of information, analysis, evaluation, etc.),
and even though the project wont be completed after
few years, there will be an outlined path that could be
nourished throughout its execution with the help of
different workshops (developed inside of the Industrial
Design program at Universidad del Norte) without
forgetting the community involvement. On the other
hand, before manufacturing the prototypes, it has
been arranged some evaluations where the community
participation will be a key point for taking the final
decisions in the design process.
Design and semantics of form and movement
151
5 Conclusions
Even though this research was initially projected to a
specific city, we consider that this is a model that could
be applied in other places where the cultural identity is
facing the same risks and from the perspective of
Design provide innovative practices that help to
safeguard Intangible Cultural Patrimony. Currently
the research is defining a method where all the stories,
observations and experiences collected, which show
a relationship between urban surroundings and
elements of the of Barranquillas folklore, can be
categorized according with the type of cultural activity
(celebrations, relaxing, recreation, traditional medicine,
etc.) and these categories will outline the different
typologies of furniture that the urban surroundings
should have in the new Plan for the Organization of
Barranquillas Territory.
An open-air museum is not a new concept because
many cities have in their urban space an interesting
group of buildings, monuments, landscapes, etc., which
become significant references of the history and identity
of a community, but in this proposal Design is looking
for an additional and innovative perspective where
urban furniture complements those existing elements
with an interaction (that goes further than a visual
experience) able to involve the Intangible Cultural
Patrimony, because as Michel Van Prat said: Scientific
exhibitions, museums, and parks must bring into play the
participation, emotion and aesthetics, which elicit each
visitors maximum attention. But the visitor cannot, however,
make do with merely visualizing perceptible fields within
the duration of a visit [12]. Therefore this proposal
wants, throughout Design, to create urban furniture
that can get closer to people and stimulate a regular
References
1 K in Wai Michael Siu. (2003). Users Creative Responses and
Designers Roles. Design Issues: Volume 19, Number 2, p.p 64-74.
2 Ibid
3 U NESCO. Kurin, R. (2004). Museum International: Intangible
Heritage Vol. LVI no.1-2, p.p 66-77. Safeguarding Intangible
Cultural Heritage in the 2003 UNESCO Convention: a critical
appraisal. Oxford (UK) and Malden (USA). Blackwell Publishing.
4 K in Wai Michael Siu. (2005). Pleasurable products: public
space furniture with user fitness. Journal of Engineering
Design, Volume 16, Issue 6, p.p 545 555.
5 U NESCO. Demotte, R. (2004). Museum International:
Intangible Heritage Vol. LVI no.1-2, p.p 174-179. National
Policies Concerning Intangible Cultural Heritage: the example
of Belgiums French community. Oxford (UK) and Malden
Tania Delgado
Politecnico di Milano,
Italy
Ma. Jos Mugno
Universidad del
Norte, Colombia
University Press.
Design and semantics of form and movement
153
Abstract
Focusing on later interpretations of two local Turkish
objects, this paper examines effects of globalization
on human beings, everyday social life and design,
with concepts of civilization, identity, differentiation,
tradition and, beyond all of them, meaning. Starting
from the point where the strategy of globalization has
changed, effects of local cultures on this change are
briefly studied considering how and in which forms the
local still survives, and whether its survival is conceptual
or meaningful. Thus traditional objects of Turkish
material culture which are tea glass and tea/coffee tray
(ask) and their redesigns for global world are analyzed
and the conclusion is the evaluation of this analysis from
the perspectives of semantic and semiotic approaches.
Keywords
Material Culture, Meaning, Identity, Differentiation,
Standardization, Local-Global, Tradition
1 Introduction
The power of globalization makes services, places,
experiences and products enclose our environment,
which is sometimes perceived as some kind of standar
dization that makes people equal and comfortable under
standardized services and places. However, people are
looking for meaning and differentiation in their lives
at the same time. Many of them who want to set their
154
the wisdom for human beings and loss of the chance for
people to live with this cultural variety [2]. The same
concern is shared by Gomes [8] where he approaches
the issue from the global marketing perspective.
According to Gomes [8], the concept of 'global identity'
caused standardization among many products and made
them uniform where it damaged the 'unique values'
of products and therefore left no place for cultural
diversity. Thus, people started to get uncomfortable
with globalization where experiencing the same places,
same services, same life styles became boring [6].
On the other side, locality stood as a precedent of
difference and uniqueness with its cultural heritage
including meaning and wisdom. Objects and rituals
that belong to local cultures become more important
and remarkable. They transmit meaning which
overflows the object's use [3]. That has reasons such
as being cumulatively developed through history and
being a product of the culture that has the traces of
that specific local culture; the usage, the form, the
material etc. Here they can be similar to what is called
handicrafts.
The fascination of handicraft derives from an object's having
passed through the hands of someone the marks of whose
labour are still inscribed thereupon: we are fascinated by
what has been created, and is therefore unique, because
the moment of creation cannot be reproduced. Now, the
traces of creation, from the actual impression of the hand
to the signature, is also a search for a line of descent and
for paternal transcendence [4].
From this point of view it seems possible to make
an analogy between handicrafts and local cultures
according to their relation towards human beings:
People are looking for objects, products etc. that still
carry their creator's traces, that is the work done by
the artist for handicrafts and similarly, the cultural
heritage cumulated by a local society. The traces of
creation [4] by which people are fascinated do exist
in both cases. Moreover, they have become one of the
most important things that make people prefer one
thing with respect to the other because every moment
of creation is unique and specific to its situation.
2.1 Identity and differentiation
A description of identity as made by Hall [10] is: When
you find out everyone excluding you is like, you are
the one who is not what they are. This supports that
we live and exist in a system of differences, similar to
Saussures definition of what language is [14], we are
defined by what we are not, that means, our differences
from others make us unique and that is how everyone
wants to be like. Furthermore, Lacan [12] mentions
that identification and differentiation are what human
beings are looking for through their lifetimes, starting
from childhood even at the infant stage. According
to this kind of approach, it is clear that identity and
differentiation are concepts that are related to each
other. Since differentiation becomes less and less
possible due to globalization, and personalization of
objects depends strongly on differences [5], people find
local cultures more unique, interesting and special.
155
Fig. 2. Tipsy
Fig. 5. Eastmeetswest
157
4 Conclusion
To conclude, locality is usually perceived as faceto-face communication [7] where individuality and
differentiation can exist. Globalization, in opposite,
has become a concept of distance where differences are
no longer possible and do not really matter. However,
people always want to be unique and different; that is
the nature of human being. Thus they get interested
for local identities and cultures while being surrounded
by globalization.
Objects and rituals that are rich in cultural context are
very useful in design area because they let themselves
to reinterpret. Designers who internalize values and
meanings of cultural contexts try to redesign traditional
objects with their point of view. Some aim the global
area and some aim the local one; they send local signs to
the global world or global signs to local areas. The two
traditional objects and their modern design for global
world examined in this study are just two examples
from Turkish culture. In both cases, all arguments
mentioned above are easy to notice: They both serve to
differentiation, have some cultural heritage, show how
the local survives and how locality effects globalization.
The reasons for the interest in local cultures do mostly
depend on psychological and social aspects. The impor
tant thing while combining local and global in design is
to prevent the lacking of cultural heritage. It should be
well considered what elements of local and global let
themselves combine. Otherwise we have to deal with
images that are totally foreign to us, that are without
content, and the more we stay in interaction with them
the more we become similar to their emptiness.
References
1 A kan, E.(n.d.). Eastmeetswest. Maybe Product. Retrieved
March 10, 2009, from http://www.maybeproduct.at/
eastmeetswest.htm
2 A xelrod, R. (1997). The dissemination of culture: A model
with local convergence and global polarization. The Journal of
Fig. 6. Istanbul Serisi - tea glass
158
159
Academic sponsors
We would like to thank the following reviewers for their valuable contribution to
the DeSForM 2010 conference: