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.

Prototyping for opening production: from designing for to designing in the making together

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Seravalli, Anna. 2013. Prototyping for opening production: from designing for to designing in the making together. Presented at Crafting the Future, 10th European Academy of Design Conference, April 17-19, 2013, Gothenburg, Sweden.

ABSTRACT – Open and collaborative processes are assuming a growing role in the generation of goods and services. There is an increasing number of examples where production processes are opened, relationships between producers and final users become blurred and where making together represents a central strategy in generating value.

Design is increasingly involved in supporting opening production, both in terms of developing technical infrastructures and in facilitating and nourishing processes of making together trying to understand how design can boost collaboration and openness in diverse fields.

Digital publicering av kulturtidskrifter: slutrapport till Kulturrådet

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Björgvinsson, Erling, Anders Bräck, Per Engström, Jennie Järvå, och Christel Lundberg. 2012. Digital publicering av kulturtidskrifter: slutrapport till Kulturrådet, 2012.

SAMMANFATTNING – Intresset för digital publicering växer när läsandet går från den traditionella pappersbundna publiceringen av tidningar, böcker och tidskrifter. För kulturtidskrifternas del är det viktigt att trots sina påtagliga ekonomiska begränsningar kunna vara del av det nya medielandskapet på samma villkor som ekonomiskt starkare utgivare. Högst sannolikt är kulturtidskrifternas ekonomiska situation, utöver intresset för de nya mediernas unika möjligheter och ständiga utveckling, ytterligare en orsak till att söka sig till digital publicering.

Strong concepts: Intermediate-level knowledge in interaction design research

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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:

Design Matters in Participatory Design

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Bannon, Liam J. and Pelle Ehn. (2012). Design: Design Matters in Participatory Design. In Simonsen, J. and Robertsen T. (eds.) Routledge International Handbook of Participatory Design. New York, NY.: Routledge, pp 37-63.

EXCERPT – This chapter examines the ways in which the field of Participatory Design engages with the field of design – as both at topic, a research field and a practice. We highlight what we consider are core themes in design, especially as they relate to Participatory Design concerns. […] Our aim, from the title of the chapter, is to address the question of whether, and in what way, design actually matters for the Participatory Design community. The intent is to show how Participatory Design work is inextricably bound up in more general design debates, even if the topic of design per se is not always a front-line issue.

Sinews of Ubiquity: A Corporeal Ethics for Ubiquitous Computing

[PUBLICATION] This book chapter on ubiquitous computing is written from the perspectives of performance and phenomenology – in particular, the dance and choreographic practices that shape the creation of responsive systems from large public art installations to intimate devices worn under clothes and on skin. By Susan Kozel.

Professional Android Open Accessory Programming with Arduino

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Cuartielles, David & Andreas Göransson. (2013). Professional Android Open Accessory Programming with Arduino. Indianapolis, Indiana: Wiley.

ABOUT – Android Open Accessory is a new, simple, and secure protocol for connecting any microcontroller-empowered device to an Android smartphone or tablet. This Wrox guide shows Android programmers how to use AOA with Arduino, the microcontroller platform, to control such systems as lighting, air conditioning, and entertainment systems from Android devices. Furthermore, it teaches the circuit-building skills needed to create games and practical products that also take advantage of Android technology.

Design Things and Design Thinking: Contemporary Participatory Design Challenges

[PUBLICATION] In this paper, the authors argue that a fundamental challenge for designers and the design community is to move from designing “things” (objects) to designing Things (socio-material assemblies). By Björgvinsson, Ehn and Hillgren, published in Design Issues.

AffeXity: Performing Affect with Augmented Reality

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Kozel, Susan. (2012). AffeXity: Performing Affect with Augmented Reality. The Fibreculture Journal, issue 21, exploring affective interactions.

EXCERPT – AffeXity [is a] project [that] opens implications for interaction design: designing affectively and designing for affect are two different things. […] At the heart of AffeXity is the convergence between performance and mobile technologies. In particular, the project uses the augmented reality browser Argon. This runs on smart phones and permits images, audio and video to be anchored in real world locations using geospatial coordinates or QR codes. The media float in the device’s display over the live feed from its camera. Appropriately for an augmented reality project, AffeXity is designed to have several layers, or modes, of interaction. In its simplest interactive mode, it is a locative media project with short movement improvisations videoed and geospatially tagged at various sites in Malmö, Sweden.