Making Commons: Attempts at Composing Prospects in the Opening of Production

[PUBLICATION] This thesis accounts for a designerly inquiry into the swamp of the opening of production. The “opening of production” refers to the rising of openness, collaboration and sharing in processes through which things are made and services delivered. It is defined as a swamp, because it represents a complex landscape where theory and practice meet and where diverse views and understanding of what openness, collaboration and sharing may entail are intertwined. Author: Anna Seravalli.

Designing For Homo Explorens: Open Social Play in Performative Frames

[PUBLICATIONS] Designing for Homo Explorens is a compositional design perspective within interaction design academia. It extends the Homo Ludens view of humans as playful creatures with the perspective of exploratory interaction. It focuses on socially exploratory interaction between participants mediated through designed artifacts. In the form of a Manifesto, four aspects are introduced which highlight important design dimensions to consider in Designing for Homo Explorens. The four aspects of the Manifesto are concerned with creating exploration through internal complexity, experiential exploration through full-body interaction, social playfulness through distortions of situated norms and a frame for performative interactions. The insights in the four aspects come from knowledge gained through experimenting with twelve working prototypes in real-life contexts, combined with contemporary streams of theory regarding ambiguity, somaesthetics, norms, situatedness and performativity.

Designing for Homo Explorens: 90-percent PhD seminar

Welcome to the 90-percent seminar of interaction design PhD student Mads Høbye whose work deals with the concept of Designing for Homo Explorens. The seminar takes place in the Medea studio on Thursday, August 22.

Date and time: Thursday, Aug 22, 13-16
Location: Medea, Ö. Varvsgatan 11 A.
Opponent: professor Kia Höök, KTH Royal Institute of Technology

Designing social play through interpersonal touch: an annotated portfolio

Open Access: http://muep.mah.se/handle/2043/15811

Hobye, Mads, and Jonas Löwgren & Nicolas Padfield. 2013. “Designing social play through interpersonal touch: an annotated portfolio”. Paper presented at the Nordic Design Research Conference, Copenhagen/Malmö, June 9-12.

ABSTRACT – We present five design cases as an annotated portfolio, exploring ways to design for intimate, interpersonal touch and social intimacy in interaction design. Five key qualities are elicited from the cases, including novel connotations sparking curiosity; providing an excuse to interact; unfolding internal complexity; social ambiguity; norm-bending intimacy. The work highlights novel interaction design approaches fostering social play, turning participants into performers of their own narratives.

Can design go beyond critique? Trying to compose together in opening production

This Nordes 2013 paper by Anna Seravalli aims at contributing to the emerging field of design for social innovation by discussing the insights from the author’s long-term involvement as a design researcher in a social innovation project. In order to discuss this experience a particular perspective is introduced as an attempt of design to go beyond critique, and, specifically, of “composing together”. In this understanding, design for social innovation can be considered as a collective effort towards the construction and exploration of alternative ways of living and working.

The Computer is a Medium, Not a Tool: Collaborative Media Challenging Interaction Design

Collaborative media entail an emerging set of digitally mediated practices, characterized by collaborative communicative action within organically developing, cross-medial infrastructures. We argue that computers are increasingly turning from tools into (collaborative) media in everyday use, and that this shift poses a significant challenge to the discipline of interaction design. Particularly prominent aspects of the challenge include the way design processes are conceptualized and structured, and the way in which communicative perspectives take precedence over instrumental ones.

Strong concepts: Intermediate-level knowledge in interaction design research

Download full article here

Item record on MUEP: http://muep.mah.se/handle/2043/14328

Höök, K. and Jonas Löwgren. (2012). Strong concepts: Intermediate-level knowledge in interaction design research. ACM Transactions on Computer-Human Interaction. 19, 3, Article 23 (October 2012), 18 pages.

SUMMARY – Design-oriented research practices create opportunities for constructing knowledge that is more abstracted than particular instances, without aspiring to be at the scope of generalized theories. We propose an intermediate design knowledge form that we name strong concepts that has the following properties: