Des Form 2013
Des Form 2013
Des Form 2013
COVER: 2013, Experio project (see Experio: a laser-triggered dance music generator, page 170).
PHOTO: TOM VAN ROOIJ
Lin-Lin Chen, Tom Djajadiningrat, Loe Feijs, Simon Fraser, Jun Hu, Steven Kyffin, Dagmar Steffen
Contents
005
006
Foreword
010
012
014
015
016
017
Keynotes
Chris Dorsett At a moments notice, according to the pleasure of the holder. the semiotics of paper
David Frohlich Framing the design of new media experiences
Stephan Wensveen Design Research through Practice. From the Lab, Field, and Showroom
Xiaoyou He Interaction & Fusion
Xiangyang Xin Intention, not just in the minds of Designer
018
019
020
021
022
023
Seminar
Steven Kyffin Design research in the academic context: practice vs scholarship
Loe Feijs Product semantics: Quo Vadis
Dagmar Steffen The interplay of design practice and design research
Edgar Rodriguez How practicing designers can engage in academic research
Tom Djajadiningrat Meddling or helpful? The Semantics of Decision Support UIs
Christoph Bartneck Academic Publications For Designers
024
034
041
053
064
071
085
100
108
119
128
137
143
152
159
Papers
Alan Young The Value of a Semiotic Sensibility in Graphic and Communication Design
Ozge Merzali Celikoglu Three dimensions of lace: Reading the meaning of a traditional product from
different perspectives
Ehsan Baha, Dirk Snelders, Yuan Lu and Aarnout Brombacher Retracing an Evolution of Meanings
for Design-Driven Innovation
Evelien Van de Garde-Perik, Federico Trevia, Adam Henriksson, Luc Geurts and Helle Ullerup
Getting a GRIP at the Design of a Nature Inspired Relaxation Space for Work-Related Stress
Christoph Bartneck Robots in the Theatre and The Media
Sara Colombo and Lucia Rampino Beyond Screens. Exploring product dynamic features as
communication means
Heather Rene Barker Hive-Design for Big Data
Colin Kennedy Designing to Scale: Social Relations Design
Sophie Brenny and Jun Hu Social Connectedness and Inclusion by Digital Augmentation in Public Spaces
Loe Feijs Multi-tasking and Arduino. Why and How?
Gustavo Ostos Rios, Mathias Funk, Bart Hengeveld and Joep Frens EMjam: Jam with your Emotions
Christopher Henley, Yaakov Lyubetsky, Ajay Ravindran, Canute Haroldson and Mark Baskinger
Project Loci: Haptic Interactions Influence Situational Awareness
Edgar Rodrguez Ramrez and Kah Chan Smart interactions for home healthcare: A semantic shift
Jing Gu, Yu Zhang and Jun Hu Design for Elderly with Dementia: Light, Sound and Movement
Dominika Potuzakova and Loe Feijs Oris: Bonding through maternal scent
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175
182
185
189
192
196
199
204
209
211
053
Interactive Demos
Manon Junggeburth, Luca Giacolini, Tom van Rooij, Bastiaan van Hout, Bart Hengeveld, Mathias Funk
and Joep Frens Experio: A Laser-Triggered Dance Music Generator
Tetske Avontuur, Eveline Brink, Iuliia Malyk, Derec Wu Sentiment Ninja: Sentiment Mining on Twitter
based on Topic and Location
Cheng Zheng Visual-Tangram: Tangible Puzzle for Childrens Intelligence Exploration
Zhiyuan Zheng, Linkai Tao, Loe Feijs and Jun Hu Two design cases of social network for parents in the
context of premature birth
Yumei Dong, Xiaohe Luo, Xiaoyu Tan, Miaosen Gong, Wei Wu Mobile Fetal Surveillance:
A product service system design for pregnant women
Martijn ten Bhmer, Eunjeong Jeon and Kristi Kuusk Vibe-ing: Designing a smart textile care tool for
the treatment of osteoporosis
Shengxiong Zhang, Tiantian Yang and Feng Wang Social Blobs, an Interactive Art Installation in an
Urban Public Space
Daniel Cermak-Sassenrath Makin Cake and the Meaning in Games
Kang Kai, Tiantian Yang and Feng Wang Interactive Art Installation for Creating Sense of Belonging in
an Working Environment
Hanqi Zhang, Dan Gao, Miaosen Gong, Yawei Yin and Yiyi Zhang EVGO: A tour service system with
electrical vehicle
Joep Frens, Mathias Funk, Jun Hu, Shengxiong Zhang, Kai Kang and Feng Wang Exploring the Concept
of Interactive Patina of Culture
Evelien Van de Garde-Perik, Federico Trevia, Adam Henriksson, Luc Geurts and Helle Ullerup
Getting a GRIP at the Design of a Nature Inspired Relaxation Space for Work-Related Stress
PC Chairs
Jun Hu (Chair)
Guest Professor, School
of Digital Media, Jiangnan
University, China
Associate Professor,
Department of Industrial
Design, Eindhoven University
of Technology, The Netherlands
Seminar Chair
Jun Hu
Guest Professor, School
of Digital Media, Jiangnan
University, China
Associate Professor,
Department of Industrial
Design, Eindhoven University
of Technology, The Netherlands
Conference Secretaries
Tiantian Yang
School of Digital Media,
Jiangnan University, China
Xingwei Wang
Department of Industrial
Design, Eindhoven University
of Technology, The Netherlands
Visual Design
Xingwei Wang
Department of Industrial
Design, Eindhoven University
of Technology, The Netherlands
DeSForM Committee
Lin-Lin Chen
National Taiwan University of
Science and Technology, Taiwan
Tom Djajadiningrat
Philips Design Eindhoven,
The Netherlands
Loe Feijs
Eindhoven University of
Technology, The Netherlands
Simon Fraser
Victoria University of
Wellington, New Zealand
Jun Hu
Eindhoven University of
Technology, The Netherlands
Steven Kyffin
University of Northumbria,
Newcastle Upon Tyne, United
Kingdom
Dagmar Steffen
Lucerne University of Applied
Sciences and Arts, Switzerland
Foreword
DeSForM 2013
Tom Djajadiningrat,
Philips Design Eindhoven, The Netherlands
Loe Feijs,
Eindhoven University of Technology, The Netherlands
Simon Fraser,
Victoria University of Wellington, New Zealand
Jun Hu,
Eindhoven University of Technology, The Netherlands
Steven Kyffin,
University of Northumbria, Newcastle Upon Tyne,
United Kingdom
Dagmar Steffen,
Lucerne University of Applied Sciences and Arts,
Switzerland
10.00 19.00
13.00 18.00
19.00
September 22
Conference Registration
Seminar Design For Research
Reception dinner
09.30 10.00
10.00 11.00
11.00 11.30
12.00
14.00 15.00
15.00 15.30
15.30 17.00
19.00
September 23
Opening speeches
Keynote 1
David Frohlich
Framing the design of new media experiences
Opening (design competition)
Lunch
Keynote 2
Chris Dorsett
At a moments notice, according to the pleasure of the holder. the semiotics of paper
Tea
Paper session 1: Meaning and semantics
Alan Young
The Value of a Semiotic Sensibility in Graphic and Communication Design
Ozge Merzali Celikoglu
Three dimensions of lace: Reading the meaning of a traditional product from different perspectives
Ehsan Baha, Dirk Snelders, Yuan Lu and Aarnout Brombacher
Retracing an Evolution of Meanings for Design-Driven Innovation
Dinner
09.00 10.00
10.00 11.00
11.00 12.30
12.30 14.00
14.00 15.00
15.00 16.00
September 24
Keynote 3
Stephan Wensveen
Design Research through Practice. From the Lab, Field, and Showroom
Tea / Demos
Paper session 2: Design, exploration and frameworks
Evelien Van de Garde-Perik, Federico Trevia, Adam Henriksson, Luc Geurts and Helle Ullerup
Getting a GRIP at the Design of a Nature Inspired Relaxation Space for Work-Related Stress
Christoph Bartneck
Robots in the Theatre and The Media
Sara Colombo and Lucia Rampino
Beyond Screens. Exploring product dynamic features as communication means
Lunch
Keynote 4
Xiaoyou He
Interaction & Fusion
Tea / Demos
10
16.00 17.30
19.00
09.00 10.00
10.00 11.00
11.00 12.30
12.30 14.00
14.00 15.30
15.30 16.00
16.00 17.00
17.00 17.30
19.00
September 25
Keynote 5
Xiangyang Xin
Intention, not just in the minds of Designer
Tea / Demos
Paper session 4: Interaction and experience
Loe Feijs
Multi-tasking and Arduino. Why and How?
Gustavo Ostos Rios, Mathias Funk, Bart Hengeveld and Joep Frens
EMjam: Jam with your Emotions
Christopher Henley, Yaakov Lyubetsky, Ajay Ravindran, Canute Haroldson, Mark Baskinger
Project Loci: Haptic Interactions Influence Situational Awareness
Lunch
Paper session 5: Healthcare
Edgar Rodrguez Ramrez and Kah Chan
Smart interactions for home healthcare: A semantic shift
Jing Gu, Yu Zhang and Jun Hu
Design for Elderly with Dementia: Light, Sound and Movement
Dominika Potuzakova and Loe Feijs
Oris: Bonding through maternal scent
Tea
Presentations (Design Competition)
Closing speeches
Closing Dinner
September 26
Cultural events
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Keynotes
prof. Chris Dorsett
Professor of Fine Art, Department of Arts, School of Arts, Design and Social Sciences,
Northumbria University (UK)
Chris Dorsett is an artist and exhibition
curator whose career has been built
on cross-disciplinary collaborations
with collection-holding institutions such
as the Pitt Rivers Museum in Oxford
and the Royal Swedish Armoury,
Stockholm. His curatorial activities also
include fieldwork residencies in the
Amazon (organised with the Centre for
Economic Botany, Kew) and the walled
village of Kat Hing Wai (commissioned
by the Arts Development Council of
Hong Kong). Dorsett seeks to resituate
the changing aesthetic and political
ambitions of the visual arts within the
widest range of historical and scientific
contexts and, as a Professor of Fine
Art at Northumbria University, he
continues to interrogate museological
claims about the construction of
knowledge through exhibition display.
He publishes with Routledge for the
museums studies sector and was
recently commissioned to lead Cast
Contemporaries, an exhibition about
the fate of anatomical and sculpture
cast collections in art schools (2012
Edinburgh Arts Festival).
13
Keynotes
prof. David Frohlich
Director Digital World Research Centre
University of Surrey
14
Keynotes
dr. Stephan Wensveen
Associate Professor
University of Southern Denmark
15
Keynotes
prof.dr. Xiaoyou He
Vice President of Nanjing University of Arts,
PHD Supervisor
Keynotes
prof.dr. Xiangyang Xin
Dean, School of Design, Jiangnan University, China
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Academic Publications
For Designers
The number of published papers is one of the main key performance
indicators for academics. Designers working at a university have
to live up to this expectation, but struggle with translating their
research output into disseminations that are being recognized
by colleagues from different disciplines. To make things worse, it
has been shown that the academic publication process has some
fundamental flaws that inhibit the publication of innovative ideas. I
will reflect on some of the underlying problems of putting design
work into the scientific context and will present insights into how
we can overcome some of the issues of the academic publication
process.
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Alan Young
AUT University, New Zealand
alan.young@aut.ac.nz
Abstract
At a time when multiplicities of forms, media,
technologies and pedagogical approaches abound, this
paper argues for semiotics as a unifying theoretical
foundation for the range of communication design
practices. This is not to say that semiotics should
be the only approach to design educationfar from
it. I argue that other approaches, including that of
connoisseurship have much to offer design students,
but that without semiotics, they stand to do as much
harm as good. The only viable approach to design
education is one that is holistic, and responsive to ever
changing global and local conditions and requirements.
As a way of making visible the often latent, yet potently
communicative aspects of all design artifacts, semiotics
offers a firm foundation through which all other
pedagogical approaches can benefit and from which
the meaning of design artifacts and production can be
understood. Semiotics enables one to explore, analyse,
and greatly enhance the creation of works not only
in graphic design, photography, and advertising, but
also sound production, product design, and any other
system where artifacts communicate to an audience or
market. Although this paper concentrates on graphic
and communication design, its reasoning can be applied
equally to these other areas. Although some might
suggest semiotics had its hay day in the 1970s and 1980s
and is now on the decline, I would argue it has never
reached its full potential in design discourse and there
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1 Introduction
Semiotics is the study of signs and their relation to
culture. Originally proposed by Ferdinand de Saussure
in his Course in General Linguistics, he saw it as a
science that would show what constitutes signs, what
laws govern them, but importantly, that studies the
life of signs within society [1]. Out of philosophy rather
than linguistics, Charles Sanders Peirce developed a
more relational model of the sign with the additional
consideration: It addresses somebody, that is, creates
in the mind of that person an equivalent sign, or perhaps
a more developed sign [2]. The connection of signs
and culture was developed by a number of theorists,
of whom perhaps the most significant for designers is
Roland Barthes, who defines the study thus:
Semiology aims to take in any system of signs, whatever their
substance and limits; images, gestures, musical sounds, objects,
and the complex associations of all of these, which form the
content of ritual, convention or public entertainment: these
constitute, if not languages, at least systems of signification. [3]
25
rarity (You dont see many of those). He has all this to say
about a sign hanging in my own office, a sign that Id only
given half a look at about three years ago, and it occurs to
me that this is what graphic design is all about: recognizing
type. (n.p.)
We can see here how the author recognises the
language of typography as the language of graphic
design, but it is equally important to understand the
nature of this language that is, one which has all of
the mystification of the discourse of fine art. Aside from
the misspelling of Wardes name (a common mistake),
there is an unmistakable quality of traditional fine art
connoisseurship within this article. Thats a Beatrice
Ward from 1932 smacks of the elevation of the artists
significance over the work, similar to how one might say
The Picasso is in the hall or Weve just purchased a
Rembrandt. The author is quick to point out the work
is not an original but a reproduction, even though the
work is a piece of printed copy. The language of fine
art connoisseurship is unmistakable. I argue that in
most design departments of universities and colleges,
graphic and communication design is taught largely
through a connoisseurship model. This is especially
so, when it comes to typography. One of the most
popular typography textbooks, Stop Stealing Sheep [18]
describes the difference between the expert and the
amateur:
It is a bit like having been to a concert, thoroughly enjoying
it, then reading in the paper the next morning the conductor
had been incompetent, the orchestra out of tune, and that
the whole piece of music is not worth performing in the first
place... The same thing happens when you have a glass of
wine. While you might be perfectly happy with whatever
youre drinking, someone at the table will make a face and
go on at length why this particular bottle is too warm, how
that year was a lousy one anyway... (p. 17)
Although Spiekermann & Ginger use their metaphor
to emphasise that there are different ways to appreciate
type, their association of the type expert with the
traditional connoisseur points to notions of refined
versus unrefined taste.
There are numerous benefits offered by the
connoisseurship approach. In the first place it offers
individuals a sense of belonging. Well-respected
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29
Empowerment," Proc.
Crafting The Future:
10th European Academy
of Design Conference,
Gothenburg, Sweden.
4
31
References
[1] Saussure, F. D., 1974 (orig. 1916), Course in General
Linguistics, Fontana, London.
[2] Peirce, C. S., 1958 (orig. 1897), The Collected Papers of
Charles Sanders Peirce, Harvard U.P., Cambridge (Mass.).
[3] Barthes, R., 1995 (orig. 1964), Elements of Semiology, Hill
and Wang, New York.
[4] Kress, G., and Van Leeuwen, T., 1996, Reading Images: The
Grammar of Visual Design, Routledge, London and New York.
[5] Storkerson, P., 2010, "Antinomies of Semiotics in Graphic
Design," Visible Language, 44(1), pp. 5.
[6] Krippendorff, K., 2006, The Semantic Turn: A New
Foundation for Design, Taylor & Francis, London.
[7] Foucault, M., 1972, The Archaeology of Knowledge,
Tavistock, London.
[8] Young, A., 2005, "A Genealogy of Graphic Design in
Victoria," PhD Doctoral Thesis, RMIT, Melbourne.
32
33
Abstract
This paper examines the artifact of lace in three different
contexts in Turkish culture: It is the product of a craft
smanship tradition; it is the object of lace making activity;
it is the signifier of the home concept. The aim of the
study is to approach to this artifact with a culturally rich
background, from different perspectives and provide an
insight to understand the daily social life. Focusing on
the meaning of products and artifacts, it is studied how
a product of material culture can transport different
meanings and be constantly transformed within the inter
pretation of its makers/designers and users/non-users.
Keywords
Lace, material culture, craftsmanship, home, design
research, symbolic interaction
1 Introduction
Lace is defined as a fine open fabric of cotton or silk,
made by looping, twisting, or knitting thread in patterns
and used especially for trimming garments (Oxford
Dictionary 2012). It can be made by hand or by knitting
machines. Based on how it is made, lace can be classi
fied, such as, needle lace, cutwork, bobbin lace, tape
lace, knotted lace, crocheted lace, knitted lace, machinemade lace, chemical lace, and the examples can be
increased with every new developed technique. Lace
can be used as part of clothes or as decorative element
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35
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5 Conclusion
39
6 References
Department of Industrial Design, Sub-department Business Process Design, Eindhoven University of Technology,
International Design Business Management, School of Business, Aalto University, Helsinki, Finland
Abstract
In this paper we explore how to enrich design-driven
innovation by considering the dynamic nature of such
innovation as a result of history and evolution. Designdriven innovation takes distance from users in their
current context, but instead proposes radical new
meanings to users that address new potential needs.
Here we look at how design-driven innovation can
be based on a thorough understanding of a product/
services current meanings and lost meanings of its
predecessor(s). We investigate this assertion with an
action oriented case study using a research through
design approach. Within the context of recorded music,
and using script analysis theory to define meaning, we
studied the evolution of album covers. As a result,
we were able to come up with two radical meaning
innovations for album covers. We conclude that the
investigation of the evolution of meaning of a series of
products/services from the past up to the present
can help designers to depart from current meanings
more radically, and more purposefully. We thus hope
to inspire design to go beyond studying meanings in
temporal isolation, taking into account meaning as
a result of history and evolution for the purpose of
design-driven innovation.
Keywords
Design-driven innovation, script analysis theory,
evolution of meaning, (design) history.
1 Introduction
1.1 Background
According to Akrich, artifacts contain scripts (messages)
from their designer (and other producers) to the user
describing the products intended use and meanings [1].
The term script here is a metaphor for an instruction
manual which Akrich claims is inscribed in an artifact.
Products/services have meanings inscribed by their
designer (and other producers) within the context of
production. Within the context of use, these scripts can
be: (1) subscribed to, by users, when inscribed meanings
are interpreted and accepted as intended by the
designer (and other producers); and/or (2) de-inscribed
by users, when scripts of intended meanings are
ignored/discarded/rejected/interpreted differently and
used for other meaning intentions as intended by the
designer. Thus, the meanings of products and services
can be found in between a context of production and a
context of use [3, 4, 5, 6, 7].
A common assumption has been that the meanings of
a design are given; one could attempt to understand
them but one cannot innovate on them. Recently,
Verganti has argued that meanings can, and should also
be innovated upon, using a separate, more culturally
informed strategy for innovation [8]. Verganti calls
this strategy design-driven innovation and in his book
he explains that this is an innovation strategy that
leads to products and services that have a radical new
Design and semantics of form and movement
41
2 Literature review
2.1 Script analysis theory
A methodological tool that can be used for analyzing
and understanding the meaning of products and/or
services is the script analysis theory. Madeline Akrich
developed this tool within the conceptual framework
of actor-network theory (ANT) [1, 2, 29]. ANT is a
theoretical framework introduced in the latter half of
the 1980s by Bruno Latour, Michael Callon, and John
Law to emphasize that technology and society are
mutually constitutive, not separate spheres influencing
each other [7, 29]. While ANT is concerned with
transformation of meaning through artifacts (nonhumans as well as human actors) as they form and move
through networks and act as mediators, the idea of
product script has been developed to facilitate close
analysis of how meaning is transported and transformed
by products [7].
From a practical and design point of view, we have
clarified some terms from the vocabulary of script
analysis theory used in this paper. Our clarification is
based on the works of Akrich, Latour [1, 2], and Fallan
[6, 7] (Table 1).
Term
Definition
Example
Script
Messages from
designer (and other
producers) of a
product/service to the
user describing the
products intended use
and meanings
Heavy keys of
hostels with intention
do not forget to bring
the keys back to the
front desk [2, p. 259]
Description
Interpretation of
messages of a product/
service to generate
meanings. This is
usually done by
the analyst or user
and is the opposite
movement of
inscription
Interpretation of
heavy keys of hotels
would for example be
do not forget to bring
the keys back to the
front desk [2, p. 259]
Inscription
Translation of
meanings to messages
of a product/service
by the designer (and
other producers)
Translating the
message do not forget
to bring the keys back
to the front desk
by heavy weights
attached to keys to
force clients to be
reminded to bring back
the keys to the front
desk [2, p.259-260]
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4 Results
We start by a summary of the informal (i.e. not
based on script analysis theory) meaning descriptions
inquired from informants through our social media
inquiry (Section 4.1). Then we present the evolution
of album cover meanings described based on a desk
research using script analysis theory (Section 4.2). This
is followed by a reflection of the designer on both the
informant and meaning evolution descriptions towards
forming a strategic design vision (Section 4.3). Finally
we present a radical new meaning for album covers
within the radical home audio system that was designed
(Section 4.4).
4.1 Album cover meaning descriptions from
informants
Table 2 provides a summary of the analyzed results.
In total a number of 13 meanings (The center column)
were described by the 32 informants (random mixed
group) that participated in the explorative study.
In order to give a good indication of how the study
was done, we have depicted and included a description
example for each described meaning (The left column).
In the right hand column, we have indicated the number
of times that a certain meaning was referred to in the
informant descriptions.
Most of the informants describe the meaning of album
covers from the artist point of view; i.e. as a platform
where the artists can express themselves. Moreover,
album covers can be seen as a channel through which
Description example
Meanings
# of informants
that provided this
meaning in their
description
Artist/Band Expression
Fun; Enjoyable
Affording Navigation
Container of Lyrics
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47
Table 3. Audio storage, the described meanings, and their inscriptions per category
49
interface (right)
7 Acknowledgements
Our thanks go to: Sietske Klooster (project coach of
the NAVA social music table); Steven Kyffin, Anton
Oguzhan Andrews, Robert Kortenoeven, Judith Peeten,
Luc Geurts, Richard Appleby, and Kees Overbeeke
(all project experts); Bart van Eden (prototyping expert);
and last but certainly not least Roel Bomers, Pardis Baha,
Gabriele Tempesta, Heather Daam, and Laura van Geel
(all for their support in reviewing this paper).
This research was funded within the Creative Industry
Scientific Program (CRISP). CRISP is supported by the
Dutch Ministry of Education, Culture, and Science.
8 References
1. Akrich M 1992, The De-Scription of Technical Objects,
in Bijker WE & Law J (eds), Shaping Technology/Building
Society: Studies in Sociotechnical Change, MIT Press,
Cambridge, MA, USA, pp. 205-224.
6 Future Work
We plan to continue our research by exploring
how meanings can be described and inscribed from
51
Research%20%26%20Innovation-18%20Mar%202012.pdf
20. Yin RK 1994, Case Study Research: Design and Methods, 2nd
29. Latour B 2005, Reassembling the Social - An Introduction to ActorNetwork-Theory, Oxford University Press, New York, NY, USA.
3 0. Sturkenboom N, Baha SE, Lu Y & Tempesta G 2013,
Using Social Media for Asynchronous Collaboration
within Collaborative Networks, Proceedings of the 3rd
Participatory Innovation Conference (PIN-C 2013), 18-20
June 2013, Lahti, Finland.
31. Baha, SE, Sturkenboom N, Lu Y & Raijmakers B 2013, Using
Design to Initiate Collaborative Networks, Proceedings
Northampton, USA.
15. McLuhan M 1969, The Playboy Interview: Marshall McLuhan,
Playboy Magazine, March.
16. McLuhan M & Gordon WT 2003, Understanding Media: The
Extensions of Man, Critical edn, Gingko Press, Cheltenham/
Camberley, UK/Northampton, MA, USA.
17. Aristotle 384-322 BC, viewed 9 July 2013, http://en.wikipedia.
org/wiki/Aristotle
18. Verganti R & berg 2013, Interpreting and envisioning 52
Evelien van de Garde-Perik1, Federico Trevia 2 , Adam Henriksson3, Luc Geurts3, Helle Ullerup3
1
Abstract
1 Introduction
53
Fig. 1. GRIP Service Model v6, designers (white) and all stakeholders (black) alternate in taking up a central role in 3 different stages:
design for analysis (reframing), design for research (probing), design for support (prototyping)
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4 Conclusion
This paper illustrates how open innovation together
with multiple experts can be achieved in a relatively
new area for design (i.e. the field of work-related
stress). Our open and flexible approach has proven
beneficial to all stakeholders involved in PSS design.
Furthermore, the adaptive environment enables multiple
forms of interaction and hence can carry different
meanings depending on its use.
We have discovered that the relaxation space that was
designed, implemented in an office environment and
evaluated enables people to let go of control and allows
them to open up to a relaxing experience. People who
already practice yoga or meditation indicate that they
are capable to achieve a quicker and deeper effect by
being in the relaxation space.
5 Acknowledgements
This project was funded by the Dutch Government
via CRISP and supported by the Nature Inspired
Design consortium. This work could not have been
done without the inspiring input from all internal and
external GRIP & NID partners. Therefore, we would
like to thank everyone for their contributions to work
described in this paper. Special thanks to: TU/e (Dirk
Snelders, Christoph Lukkien, Sergej Lojko, Sherry Hui
Wang), Philips Design Innovation (Geert Christiaansen,
6 References
63
Christoph Bartneck
HIT Lab NZ, University of Canterbury Private Bag 4800, 8410 Christchurch, New Zealand
christoph.bartneck@canterbury.ac.nz
http://hitlabnz.org
Abstract
Robots frequently feature in the movies and occasionally
in the theatre. Their presence in the media is of major
importance on how users interact with them. Due
to the scarcity of robots in everyday life, most of the
users expectations and interpretations about robots
stem from the media. This paper provides a framework
of robots in the media that will help robot interaction
designers to assess preconceptions about robots.
Keywords
Robots, HRI, media, theatre
1 Introduction
Robots have triggered the imaginations of writers and
directors for many years. Robots have been featured in
all types of artistic expressions, such as books, movies,
theatre plays and computer games. The importance of
the media in forming our understanding of the world
cannot be underestimated, in particular in situations
in which access to real experience is limited. We are
at an interesting point in time where on the one hand
more and more robots enter our everyday lives, but
on the other hand, almost all our knowledge about
robots stems from the media. This tension between the
expectations fuelled from SciFi and the actual abilities
of the robots can result in negative experiences. It is
therefore important for us to know about how the
media has portrayed robots.
64
2 HRI as theatre
The research field of human-robot interaction (HRI)
investigates how humans and robots interact with
each other. This multidisciplinary field includes three
large sub fields. Firstly, it includes the developments
of robotic technology that are targeted to be useful
for the interaction. Secondly, it includes a creative field
in which daring new ideas are explored and artistic
installations are developed. Lastly, it includes studies
that are targeted at understanding human reaction
towards robots. For this purpose, experiments are
65
66
Outside
Human
Guy in a suit
Puppeteering
Robot
Autonomous
Robotdrone
67
5 Theme types
Mind
Body
Similar
Different
Similar
Type I
Type II
Different
Type III
Type IV
6 Conclusions
69
Acknowledgments
I would like to thank Ryan Reynolds for a vivid
discussion on the topic.
References
1. Woods, S.N., Walters, M.L., Koay, K.L., Dautenhahn, K.:
Methodological issues in hri: A comparison of live and video-
pp. 1546
Beyond Screens.
Exploring product dynamic features
as communication means
Abstract
1 Introduction
Keywords
Dynamic products, communication, senses, user
experience, product design
71
2 Aims
That creates a new means of communication, since,
as we previously argued, a change in the sensory
features of products can tell something about internal
or external situations. Although this change is usually
natural, because determined by transformations in the
physical environment, what is new is that now it can be
provoked and controlled by intelligent components in
the product. Products showing dynamic appearances
(from now on, dynamic products) can thus convey
messages similar to those transmitted by interfaces,
but through a different media: changes in the sensory
features. For instance, weather conditions may be
conveyed by a digital screen, with numbers and verbal
language, but they can also be communicated by a light
changing in colour according to the temperature (Fig. 1).
The possibility to communicate through dynamic
products is the topic this work wants to investigate.
Design researchers have developed many examples of
these products in the form of research prototypes, but
73
3 Methodology
The investigation of the field of dynamic products has
been performed by the authors through three different
studies, each one adopting diverse perspectives and
methods, but all aimed at exploring, from a particular
point of view, different aspects of the analysed field.
The present work introduces and critically discusses the
three research experimentations, in order to create an
overview able to describe the potentials and limits of
dynamic products by different perspectives. The next
paragraphs present such studies, by synthetically explaining
their approaches, their processes, and the results useful
to fulfil the purpose of this work. The research methods
and procedures of the Studies 1 and 2 are presented to
a very concise extent, since exhaustive details can be
found in related works published by the authors.
3.1 Study 1. A framework for dynamic products
The first study followed a theoretical approach and
aimed to shed some light on the issue of dynamic
products, by creating a general descriptive framework
for this category of artefacts. In particular, its goal was
to analyse the role of different sensory modalities in the
communication of messages.
It consisted in a case studies analysis, performed
through the collection, selection and examination of 48
samples of dynamic products (chosen among concepts,
prototypes and commercial products on the basis of
their novelty factor. Indeed, we discarded products that
adopt standardized dynamic signals, such as common
warning lights or sound alarms embedded in appliances).
This process was part of a previous study conducted
by the authors, in which a descriptive framework for
dynamic products has been proposed as result [17].
The framework bases on the identification of three
criteria useful for the description and categorization
of dynamic products: the source of the message, the
aim of the message, and the receiver of the message
(i.e. the stimulated sensory modality).
The message source. From the samples collection and
analysis, it emerged that dynamic products can convey
messages coming from three main sources:
The product itself. Dynamic products can tell some thing about their internal physical state (like temperature),
their functions, the action they are performing, their
energy consumptions, and so on. (Fig. 2)
74
Fig. 2. One Kettle by Vessel Design. The kettle changes its own
surface when the water boils
75
77
79
4 Discussion
The results of the three studies have been critically
analysed, in order to highlight and summarize advantages
and limits of employing dynamic sensory features in the
communication of messages from products to users.
4.1 Advantages
The advantages of dynamic products are mostly
connected to the efficiency of the communication and
to the user experience. The main benefits from the
designers point of view reside in the fact that this new
product category is still unexplored and thus represents
and interesting area for the development of innovative
projects. Moreover, the product dynamic features
Design and semantics of form and movement
81
5 Conclusions
This work presents and analyses three studies aimed
at investigating, from different points of view, the
possibility to communicate by dynamic products.
The studies adopted different perspectives, in order
to identify advantages and difficulties in both the
design and the perception of this kind of products.
Results emerged by this first analysis show that the
advantages are mostly connected to the user experience,
which can be enhanced and enriched by the communi
cation performed by dynamic sensory features of
products. On the contrary, difficulties can be found
mainly on the designers side: his education, knowledge
and inclinations do not support an exhaustive exploration
of different sensory channels. Moreover, technical
Design and semantics of form and movement
83
References
84
Abstract
An epistomologic framework, this paper draws from
social sciences, media theory, philosophy, business,
and the practice of design to develop a comprehensive
knowledge construct deciphering the role of the
designer in an age of Big Data. From this framework,
areas of design research and practice are defined.
Practice methods for the designer as an executive
member of the business strategy team are framed
in terms of efficiency and value. The possibilities for
implementing crowd-sourced subjective and multi/
media data, interpreted by the vast numbers of social
media users at a scale even greater than big data, are
explored - hivedesign for big data. It is argued that
designers are best qualified to perceive, interpret and
contextualize phenomena such as mass customization,
the quantified-self and wearable interfaces in an effort
to achieve an optimized and rich whole data synthesis.
The paper asserts:
Big Data is quantifiable but ultimately without much
meaning.
Soft Data, four times as big as Big Data, requires
human minds to interpret.
Data without Design is insufficient to make rich
decisions
Whole Data Research integrates structured and non/
structured data and is the ideal information construct
to generate the most valuable knowledge
Social Media Ontology describes identity and
85
87
89
91
93
95
96
97
Press., p.1
Cetina, K. K. (2009). The synthetic situation: Interactionism for a
global world. Symbolic Interaction, 32(1), 61-87. doi: 10.1525/
si.2009.32.1.61
Coles, A. (1999). The optic of Walter Benjamin. London: Black
Dog Pub.
Cukier, K., & Mayer-Schoenberger, V. (2013, May/June). The rise
of big data. Foreign Affairs, 92(3), 28-40.
Davidow, B. (n.d.). Skinner marketing: Were the rats, and
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Barthes, R., & Heath, S. (1977). Image, music, text. New York,
NY: Hill and Wang. 79-148
Benjamin, W., & Arendt, H. (1985). Illuminations: [essays and
reflections]. New York, NY: Stocken. 83-109
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www.forbes.com/sites/innovatorsdna/2011/10/20/the-
worlds-most-innovative-growth-companies/print/
Manoa.
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ibm.com/smarterplanet/us/en/business_analytics/article/
it_business_intelligence.html
IBM. (n.d.). What is big data? - bringing big data to the enterprise.
IBM Big Data. Retrieved June 15, 2013, from http://www-01.
ibm.com/software/data/bigdata/
Jung, C. G. (1971). Psychological types. Princeton, NJ: Princeton
University Press.
Kahneman, D. (2011). Thinking, fast and slow. New York, NY:
Farrar, Straus and Giroux.
Kharif, O. (2013, May 13). Google Glass Woos Developers to
$6 Billion Wearable Market: Tech. Business: Washington
Post Business Page, Business News. Retrieved from
http://washpost.bloomberg.com/Story?docId=1376MKYNK86K50Y901-26R5750SOCLE5EM85KL4O84TE6
Lefebvre, H. (1991). The production of space. Oxford, OX, UK:
Blackwell.
Massey, D. B. (1984). Spatial divisions of labor: Social structures
and the geography of production. New York, NY: Methuen.
Monroy-Hernandez, A., & Resnick, M. (n.d.). Making projects,
William%20James%20Lectures.pdf
Soja, E. W. (1989). Postmodern geographies: The reassertion
of space in critical social theory. London: Verso. P. 120
Thompson, J. B. (1995). The media and modernity: A social
theory of the media. Stanford, CA: Stanford University Press.
119-148
Tuan, Y. (1977). Space and place: The perspective of experience.
Minneapolis, MN: University of Minnesota Press. 67-84
Ulrich, K. (2003, October). KJ diagrams. The Wharton School,
University of Pennsylvania. Retrieved from http://opim.
wharton.upenn.edu/~ulrich/documents/ulrich-KJdiagrams.pdf
Affinity Diagrams/Methodology Acknowledge: Shoji Shiba
methods taught at MIT in the mid 1990s.
Vygotski, L. S., & Cole, M. (1978). Mind in society: The
development of higher psychological processes. Cambridge,
MA: Harvard University Press. 61-63
Wilson, E. O. (1998). Consilience: The unity of knowledge.
New York, NY: Knopf. 111-116
Wolf, G. (2009, June 22). Know Thyself: Tracking every
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knowthyself?currentPage=all
Zenger, T. (2013, June). What is the theory of your firm?
Harvard Business Review, 91(6), 72-78.
99
Abstract
1 Introduction
Keywords
Social design, social relations, inequality, scale,
community design, context
100
101
Uneven integration
(power and prejudice barriers)
Participation
Fig. 1. A conceptual model of the process of socioeconomic inequality
103
105
5 Conclusions
The notion of social design is both vibrant and complex.
It is characterized by a no fear of failure type of
exploration and disruption, thorough observation and
106
References
Berman, David. 2009. Do Good Design: How designers can
change the world. New Riders: Berkeley, USA
Brown, Tim. 2009. Change by Design: How Design Thinking
107
Abstract
With several design iterations we explored the
ways of increasing peoples feeling of inclusion and
connectedness in a public space using interactive
public art installations as media. The study used the
Social Connectedness Revised Scale and the pictorial
Inclusion of Community in Self as measurement tools
and a university cafeteria as the context. Experiments
were carried out to investigate the possible difference
among several types of interaction elements, examining
the influence on peoples perceived sense of inclusion
and connectedness to others who were present in the
same space. Subsequent interviews were conducted
to support the findings of the questionnaires and to
shed light on some of the results. The results showed
a notable difference when the physical space was
augmented with interactive digital content.
Keywords
Social connectedness, social inclusion, public spaces,
interactive public arts
1 Introduction
Cities are evolving at a rapid pace. A problem of this
rapid evolution is that people may feel less and less
connected to their city as they may find it challenging
to keep up with all the changes. In public spaces
people usually do not spend much time. A way to
108
2 Related work
Many people have seen graffiti put on a wall or building
or even very elaborate chalk drawings on the ground of
a public space in their city. People expressing themselves
in creative ways in the public space can thus been seen
as an event that has some history. But next to these
unorganized, often illegal forms of expressions there are
also designs or organized events that give individuals in
the space the chance to express their individuality and
share their thoughts with their community. Flash mobs
are such an example.
Fig. 1. (a) a public art installation in Cape Town, South Africa [7];
(b) the Obliteration room [8]; (c) Community Chalkboard [9];
(d) Before I Die [10]
109
Positive
Neutral
Negative Total
Drawing
27.2%
31.6%
2.6%
61.4%
Text
18.4%
13.2%
7.0%
38.6%
Total
45.6%
44.8%
9.6%
100%
(a)
(b)
Fig. 3. Exploration results
4 Explorations
4.1 Exploration 1
The first step into the development of the concept
was to see if people would be triggered to share
Using the cut out shape
itself
Drawing 22.9%
25.7%
0%
48.5%
15.8%
7.2%
0%
22.9%
Text
7.2%
7.2%
1.4%
15.8%
7.2%
5.7%
0%
12.9%
Total
30%
32.9%
1.4%
64.3%
22.8%
12.9%
0%
35.87%
64.3%
percent of total
percent of total
35.7%
Combined total
70
Combined percentage
100%
Table 2. Elements shared using the outside of the shape or the inside of the shape
111
5 Experiment
The cafeteria of the auditorium at the Eindhoven
University of Technology was chosen as the location
for the experiment. It was the location with the most
results during the pen and paper exploration. It is a
social interaction location that resembles the squares in
cities with restaurants and cafes in interaction, attitude
and frame of mind.
Depending on courses and days of the week, it is
uncommon for the same group of people to pass
through the cafeteria of the auditorium every day.
Enough participants and the same profile of them
allowed for both between group tests that has less
learning effect.
The tests were conducted over lunch hours, between
11.30 AM and 1.45PM on Tuesdays and Fridays.
Depending on the tests, the tools used were the paper
questionnaires (SCS-R, ICS), the handmade blackboards
and chalk (Fig. 1(a)); a projector and a pre-filmed movie
of people drawings on the blackboard on a computer
(Fig. 4(b)).
5.1 Instruments
Social Connectedness Scale Revised
The Social Connectedness Scale Revised (SCS-R) scale
[14] was used. This 20-declaration scale asks people
to grade from 1 to 6 depending on whether they
112
5.3 Procedure
After each test, they were personally asked to fill in the
questionnaire that included the above-mentioned scales.
Participants were informed about the purpose of the
form. The form requested participants to fill in their
personal email address if they agreed to be contacted
for further interviewing. No reward of any kind was
provided to the test participants.
For every test group, two people would be selected for
interviews in order to gather qualitatively useful data,
one with a higher score on the Social Connectedness
Revised scale and one with a lower final score.
5.4 Data analysis
The results from the scales used in the control tests,
test A, B and C (to be described in detail later in this
section) were evaluated according to their described
methodologies, calculating both scale and item
mediums as well as the standard deviations for each.
To determine whether the difference in means is
statistically significant, a one tailed ANOVA test was
conducted. The analysis is a one-way because there are
more than 3 groups (tests) with participants that are
in no way related to each other aside from visiting the
same location. Bonferroni is chosen for these reasons
as the post-hoc settings for the one-way ANOVA test.
Bonferroni test is also suitable when small numbers of
pairwise comparisons are being analyzed.
5.5 Test settings and conditions
Two control tests
Two control tests were conducted. These control tests
were carried out in order to have a valid baseline with
respect to the level of inclusion and connectedness
within the campus in the cafeteria of the auditorium
during lunchtime. This allowed for a comparable control
113
Test B
Test B setting is similar to Test A, but with an added
digital aspect. It was conducted on Tuesday the 28th
of May 2013. A previously filmed 2-hour footage of
people occasionally coming to draw something was
projected on the board (Fig. 6). People who chose to
come and share something were asked to fill in the
same questionnaire that the individuals in the control
test and test A filled in.
5.6 Results
Observations about the use of the geometric shapes
In test A, 2 people used the geometric shapes as basis
or inspiration for their drawings. In test B, 6 people
used the geometric shapes as basis or inspiration for
their drawings. In test C, 15 people used the geometric
shapes as basis or inspiration for their drawings.
Examples are shown in Fig. 8.
Social Connectedness Scale Revised
There was no statistical significance between the two
control tests. This shows the reliability of the scale used
in the context. Consequently, the results of the two
control tests were merged into one.
Test C
The final test was carried out on Friday the 31rst of May
2013. Similar to test B, a projector was used once more
in this setting. In this test, however, hints to the use
of the geometric shapes were projected. That is, how
people could use the shapes to incorporate them into
their drawings instead of drawing around them (Fig. 7).
This test would show whether or not it would be
necessary, or even useful, to have this constraint of
geometric shapes based on the public space in the final
real life version of the concept. As already stated the
geometric shapes are representative of windows and
doors of a building. This final test was thus to fine-tune
the concept and to see if people would use these shapes
or not.
Fig. 8. (a) Using the shape as basis; (b) Using the shape as
inspiration
114
The mean result for the control test was 54.90 with a
standard deviation of 7.78 and a standard error of 1.23.
This compared to the total mean of test A that was of
60.40 with a standard deviation of 6.35 and a standard
error of 1.42. The mean result for the test B on the SCR
scale was 68.75. The standard deviation is 6.53. There is
a standard error of 1.46. Test C had an average of 60.75 with
a standard deviation of 7.29 and an error margin of 1.63.
Table 3. Bonferroni SPSS results of the SCS-R scale across the tests
Table 4. Bonferroni SPSS results of the ICS scale across the tests
Fig. 9. Number of people using the shapes for their drawings per test
6 Discussion
The study presented is exploratory and aimed at
answering the research question which emerged
during the early project phase. The research question
was decomposed into smaller ones with which the
hypotheses were set.
The tests were conducted in a more controlled manner
in a smaller environment than the city that the concept
is aimed at. It should be stated that the validity of the
tests is limited by the experimental environment. The
following discussions are based on the assumption that
the results concluded from these experiments would be
also valid for the city environment.
6.1 Use of geometric shapes
H2: People will not use the geometric shapes for their forms
of expression.
The results of both the second experiment and of the
final experiment show that when there was no real hint
to use the geometric shapes a few individuals did use
them as basis or inspiration for their drawings. Based
on only these observations, hypothesis 2 cannot be fully
115
6.4 Interviews
When asked to describe a moment where they felt
particularly included, 9 out of the 10 people interviewed
described stories where they got to know strangers
due to either unexpected events (for example in the
Netherlands, something going wrong with a train) or
due to the setting (for instance a festival). From this
information it would appear that the event of connecting
to people one did not know beforehand really influences
their feelings of inclusion.
In the cases where someone else had expanded the
drawing of the interviewee, responses were strong and
similar. As one person said, I like it! I like the shape!
It means, I feel like I made something for someone. I
wanted to keep going, I was being helpful to someone
else. People felt they helped each other and like they
became part of the systems by collaborating.
When people saw others draw, both in real and with
projected ones, the responses were as follows: In a way
we were making something together. If they were drawing
on the same board at the same time it influenced me
more. We were doing it together and not by myself. I felt
like we were drawing together. When I drew I saw cat
whiskers already drawn on the board. They were inviting
and felt open to me. I also saw a smiley... I felt open and
happy, the drawings made me laugh. I drew something
and it was funny because suddenly a persona appeared
on the beamer and started drawing something similar
to my drawing. That made me feel happy. The existing
drawing influenced people by apparently lowering the
threshold and inviting others to participate. They stated
that they felt happy when seeing others draw.
When asked how they felt seeing their drawing having
become part of a system the response of the 6 non-
7 Conclusions
The beauty of the concept Leave your mark lies in
its simplicity and the ease for people to step in and out
creating a reasonably low threshold. It seems to be an
appropriate solution to design a public art installation
with digital augmentation to the physical world to
increase people feeling of inclusion and connectedness.
In this specific case we can speculate from the answers
that the presence of a prototype of the concept
influenced peoples sense of connectedness and
inclusion. The lack of difference found between tests
A, B and C in the ICS scale is unlikely to be caused by
the Hawthorne effect. This is a point that should be
explored further. Specifically as it related to the results
of the Inclusion of Community in Self scale where no
Design and semantics of form and movement
117
contemporary-design/things-i-wish-i-saw-on-the-playgroundcommunity-chalkboards/.
10. Chang, C., Before I Die. 2011: Retrieved June 6, 2013 from
Before I Die: http://beforeidie.cc/.
11. Teo, T.S., V.K. Lim, and R.Y. Lai, Intrinsic and extrinsic
motivation in Internet usage. Omega, 1999. 27(1): p. 25-37.
12. Ryan, R.M. and E.L. Deci, Intrinsic and extrinsic motivations:
Classic definitions and new directions. Contemporary
educational psychology, 2000. 25(1): p. 54-67.
References
69(2): p. 334.
Loe Feijs
Department of Industrial Design, Eindhoven University of Technology, The Netherlands
l.m.g.feijs@tue.nl
Abstract
In this article I argue that it is important to develop
experiential prototypes which have multi-tasking
capabilities. At the same time I show that for embedded
prototype software based on the popular Arduino
platform this is not too difficult. The approach is
explained and illustrated using technical examples
practical and hands-on, down to the code level. At the
same time a few helpful notations for designing and
documenting the software are introduced and illustrated
by the same examples. Finally a few case studies of the
technical approach are listed.
Keywords
Prototyping, specification languages, parallelism,
multitasking, experiential, models
1 Introduction
In the word, in which we live, there is a lot of
parallelism. Around us many things happen and they
happen more or less simultaneously. Zooming in to
the detailed behavior and the internal working of the
objects around us we see more parallelism. If we zoom
out to our environment and consider what happens at
some distance even more parallelism becomes visible.
As human beings, we cope with this aspect of the
worlds complexity remarkably well. We are able to
perform multitasking (Fig. 1).
119
Fig. 2. State
Transition Diagram
with two states.
void setup() {
pinMode(ledPin, OUTPUT);
pinMode(buttonPin, INPUT);
}
void loop() {
LEDstep();
delay(10);//ms
}
The state transition diagrams are not restricted to the
on and off states, but can be used for a wide variety of
configurations up to tens or even hundreds of states
(although I would not recommend hundreds because
then it would probably be difficult to understand). As an
example, consider a more sophisticated version of the
hotel corridor light in which the light does not simply
shut off at once, but dims smoothly during two seconds
(so the guest has a few seconds to find the light button
again). See Fig. 3. The implementation is done along the
same lines as before.
121
Note that also the LDR process has one private variable,
called avg, for average. That will be explained later. Data
Flow Diagrams have been made popular by Yourdon [6]
Remark: computer scientists have invented powerful
alternatives for inter-process communication, such as
message queues, sockets and semaphores. Although
these are valuable and even indispensible for certain
complex engineering problems, the simplicity of shared
variables is a great asset during the development of
experiential prototypes and 4D sketching [7].
Fig. 4. Data Flow Diagram with two processes and four variables.
122
5 Adaptivity
One of the most important reasons for wanting
experiential prototypes to do multitasking is that they
have to know what is going on in their environment.
Just like we, humans, a smart system, even a not so-verysmart artificial system needs to continuously monitor its
environment. This need becomes more urgent when
multiple modalities are involved: sensing light, sensing
movement, and so on. I shall illustrate this by an
example: detecting the presence of humans by an LDR.
This is a cheap alternative for camera-image analysis,
capacitive sensors, ultrasound distance radars etc.
The obvious idea is to choose a suitable threshold value
123
variables.
void breathServoStep(){
th = ;//between 800 and 2200
digitalWrite(servoPin,HIGH);
delayMicroseconds(th);
digitalWrite(servoPin,LOW);
}
void idleStep(){
delayMicroseconds(10000 - th);
delayMicroseconds(10000 - tb);
}
void loop(){
breathServoStep();
heartServoStep();
idleStep();
}
In this way I can even control the servo with an
accuracy of 0.1 degree (vs. 1.0 degree for standard
servo.h).
7 Outlook
variables.
125
void loop()
{
for(pos = 0; pos < 180; pos += 1)
{
myservo.write(pos);
delay(15);
}
for(pos = 180; pos>=1; pos-=1)
{
myservo.write(pos);
delay(15);
}
}
In principle this is a good program. Yet there is an
opportunity for misery to begin when this loop is taken
as a template for an extension, include more sensors
and actuators. Soon the main loop may contain all the
delays, and a cocktail of nested if-else and switch-case
statements for a variety of multiplied state transition
diagrams. Despite a lot of apparent code complexity,
multitasking is still difficult: the Arduino does one thing
after the other. The approach outlined in this article
prevents the paradox from happening in the first place.
At the same time abstract thinking, precision and docu
mentation get better by the proposed STD and DFD.
In TU/e ID I have seen (and sometimes contributed to)
succesful examples of good multitasking in areas ranging
from fashion to medical simulation. A few examples:
The "Close-to-you" concept demonstrator and
research test tool by Sibrecht Bouwstra of TU/e ID
where a visual and haptic information display reanimates a (prematurely born) babys heart rate and
breathing. Multitasking, STD and DFD were all used.
The example of section 4 is inspired by Sibrechts work.
Perceptive objects by Eva Deckers such as PeP,
PeP+ and PeR, capable of sensing their environment,
even perceiving presence of a person and his or her
activity. The objects have a moving light body which
emerges from a multitude of LEDs and are capable of
perceptive interaction or even perceptual crossing.
The objects are highly adaptive. DFD notation was
used succesfully to manage complexity. Eva was
awarded a Cum Laude for her PhD [10].
Drapely-o-lightment, an innovative skirt in high-tech
fashion design by Marina Toeters and me. Drapelyo-lightment is about OLEDs and their embedding
126
References
1. Banzi, M.: Getting Started with Arduino, OReilly Media, 2008.
2. Arduino, http://www.arduino.cc/
3. Booth, T.: (1967) Sequential Machines and Automata Theory,
John Wiley and Sons, New York
4. Harel, D.: Statecharts, a formalism for complex systems,
Science of computer programming, 8 (1987) 231-274.
127
Abstract
During improvisation, musicians express themselves
and their emotions through live music. This project
looks at the relationship between musicians during
music improvisation, the processes of expression
and communication taking place during performance
and possible ways to use specific characteristics of
musicians, such as emotions, to influence a digital
instrument and in consequence improvisation. To
visualize this, a three layer model is described studying
the relationship between band members and the
audience as a system, where emotions, expressivity
and generation of sound give shape to improvisation.
Focus is applied specifically on how individual emotional
arousal can be used as input to control as a group a
musical instrument: EMjam. The instrument is illustrated,
describing the design and implementation as well as the
evaluation of it, to subsequently discuss the results.
Keywords
Music, improvisation, composition, instrument,
performance, emotions, arousal, expressivity, electro
dermal activity, skin conductance.
1 Introduction
When paying attention at a concert it is possible
to see performers expressions; a guitarist playing
a solo and reaching a peak at a certain point of it;
128
2 Related work
129
3 Approach
Music improvisation requires musicians to communicate
their intentions to each other and to express their
emotions to the audience on different layers. Even
Fig. 1. Three layers
of interaction during
music improvisation.
4 EMjam
Understanding all this, makes us believe that different
components of emotions can be used to control an
instrument in the context of music improvisation,
opening new possibilities for a new musical aesthetics
and expression. Could we use emotional arousal
to generate a second layer of improvisation? An
underlying sound generated and controlled by the
band as a system, where one instrument receives
input from every musician. Arousal being an emotional
component is related to improvisation, and its variations
during performance can be measured to control a
digital instrument. EMjam uses these measures to give
musicians an extra level of expression.
4.1 The concept
In the context of band improvisation where musicians
are playing with their own instruments (for instance,
guitar, bass guitar, and drums) to make the main layer of
music (see Fig. 2); emotional arousal during performance
can be used to control a digital musical instrument
creating a second layer of music. This second layer is
independent from the improvisation itself, meaning
that sound coming from the traditional instruments
is not affected directly by this layer (as a sound effect
would do), but it creates a new input. Additionally,
the second layer is defined by the interaction between
band members, in a way that the emotional experience
of musicians while playing define the sound generated.
In this sense, musicians arousal can be reflected
into a second layer of sound and improvisation itself
represents the interface for playing. In this way,
expressivity of the band is reinforced by an individual
input based on their emotional arousal.
Design and semantics of form and movement
131
The possibility of measuring arousal with a noninvasive and comfortable sensor, to allow musicians
to move freely on stage while improvising, without
constraining physical gestures.
The linear relationship between measurements and
arousal (high measurement high arousal) [27].
The availability of components to build the sensors for
a low price.
To control the instrument, three sensors were used
(one for every musician) and connected to the pedal box
for the control of keynote, volume and tempo. On each
sensor, two copper coins were connected to a capacitor
and a resistor making a low pass filter. We encountered
several problems during the design and implementation
of the sensors as 50Hz frequency was interfering with
the readings. This problem was solved by changing the
capacitor and the resistor which led to a stable reading.
Additionally, the speed and reaction of the readings
were also improved by putting a silver coat on the
coins used as electrodes.
Fig. 3. EMjam. Pedal box (left) for the control of keynote, volume
and tempo. Wristbands (right) holding skin conductance sensors
to measure changes in arousal.
133
5 Evaluation
The final prototype including the physical interface and
the digital instrument was tested with two groups of
musicians at Eindhoven University of Technology. They
were provided with individual skin conductance sensors
to use during improvisation and were asked to interact
with EMjam. The main goal of this study was to detect
patterns in the way EMjam can be used in relation to the
6 Discussion
Designing for the band as a group, required an approach
were the whole system needed to be studied. The
abstraction of the components was helpful to establish
a relationship between band members, how they can
influence each other and, in consequence, influence
the generated sound. In this sense, emotions and
expressivity during performance became of importance
for the design of an instrument controlled by the whole
band. The use of emotional components in the field of
music improvisation represents a new feedback path
within music performance. It relates the emotions felt
by musicians at certain points of the session to the
sounds generated, offering a new way of expression.
The design of the digital instrument defines the sound
generated and makes possible its improvement and
its application to more specific music styles such as
blues or jazz.
Generated sound from EMjam goes from slow to
fast patterns showing an increase on the instruments
135
References
1. Eerola, T. Modeling Listeners Emotional Response to Music.
2. Helmuth, M., Danard, R., Jung, H., Mishra, A., Agrawal, D.
Water Birds: Compositional Collaboration with Clarinets,
Wireless Sensors, and RTcmix. 26th Annual conference
of the Society for Electro-Acoustic Music. United States.
January 20-22, 2011.
3. Klgel, N., Frie, M., Groh, G., Echtler, F. An Approach to
Collaborative Music Improvisation. Proceedings of the
International Conference on New Interfaces for Musical
Expression. Oslo, Norway, May 30 - June 1, 2011.
4. Hengeveld, B., Frens, J., Funk, M (2013, accepted).
Investigating How To Design For Systems Through Designing
A Group Music Improvisation System.
Proceedings of the IASDR conference 2013, Tokyo, Japan.
5. Camurri, A., Mazzarino, B., Ricchetti, M., Timmers, R.,
Volpe, G. (2003). Multimodal Analysis of Expressive
http://www.anthonyarroyodotcom.com/theabletoncookbook
Theory and Research, eds. P.N. Juslin & J.A. Sloboda. Oxford
University Press.
com/theabletoncookbook/?s=performing+generative+music
/?s=performing+generative+music&submit=Search
+live&submit=Search
Christopher G. Henley1, Yaakov Lyubetsky2 , Ajay Ravindran3, Canute J.B. Haroldson4, Mark Baskinger5
1
Abstract
Today, technology functions primarily as a means to
provide access or give form to information. Personal
electronic devices allow us to access this information
from almost any place, at any time, yet the most
common way to access this information is through
screen-based interfaces. Project Loci demonstrates the
feasibility of using haptics as a method to convey more
complex information in this case, using a locationaware backpack that provides tactile feedback to the
user to indicate the relative safety level of their location.
This project demonstrates how integrated haptic tech
nology allows people to receive information in a more
intuitive, physical manner beyond the screen.
Keywords
Haptics; haptic technology; interaction design; human
computer interaction
1 Introduction
Haptic interactions hold great potential when applied
to digital systems as they allow additional ways to
experience information. Project Loci was created as a
way to explore this potential by using environmental
awareness to demonstrate an application of haptic
interactions. This project operated in the space of safety
and environmental or situational awareness because it
represents one area that could benefit the most from
2 Conceptual Approach
The ability to convey the safety level of an urban area
was a key driver for the project, requiring the system
to understand and interpret the relative safety level
of a location through crime statistics. Crime statistics
are typically displayed in the form of tables and
graphs showing the types and frequency of crimes in
regions and districts. This information can be found
online through annual police reports issued by most
municipalities as shown in figures 1 and 2. The only way
to interact with this information is to read either the
charts or maps, which is a taxing experience because of
Design and semantics of form and movement
137
Fig. 3. Internal
framework and layout
of components is as
shown without the
backpacks cover. The
backpack is depicted
unspooled (Left) and
spooling or spooled
(Right).
3 Procedures
3.1 Hardware
The backpack platform for Project Loci is based upon
a 12v 3 amp window motor to create the tightening
action. The straps were secured to the top portion
of the bag and were connected to the motor through
a slot at the bottom of the bag where they were
spooled around a spindle mounted on the motor. This
construction allows for the rotation of the motor to
be transmitted as a linear tightening of the straps.
The bag utilizes the Arduino prototyping platform to
control the bags functions and a 20 channel EM-406A
SiRF GPS receiver with 10 meter positional accuracy
to determine the bags location. The motor is powered
through a 2 channel 4 amp motor shield supported
by the Arduino platform powered by a 12v 4200mAh
NiMH battery pack. The components are mounted onto
an internal framework within the bag as seen in figure 3.
This internal structure is attached to the external shell
constructed from molded ionomer foam with a canvas
outer skin. The full bag and proper bag positioning is
demonstrated in figure 4.
Location
Crime
Level
Longitude
Latitude
Webster Hall
-79.95127
40.44715
-79.94892
40.44636
-79.94879
40.44527
-79.94867
40.44444
10
-79.94899
40.44376
Table 1. For the evening Craig St. trials five locations were
chosen to be points of crime; locations A, B, C, D, and E.
Fig. 4.
Location
Crime
Level
Longitude
Latitude
Hunt Library
10
-79.94372
40.44109
Porter Hall
-79.94621
40.44174
Doherty Hall
-79.94431
40.44239
Tepper Hall
-79.94229
40.44104
Table 2. For the day campus trials four locations were chosen
to be points of crime; locations F, G, H, and I.
Design and semantics of form and movement
139
4 Results
4.1 Surveys
Before the trials, subjects were surveyed as to what
physical or physiological feelings they usually associated
with danger and safety. 50% of the subjects mentioned
anxiety as one of those feelings they associated with
danger, and 88% of the subjects mentioned calmness
or relaxation when referring to safety. When referring
to the feelings associated with danger the topic of
awareness and tension were mentioned, although with
less frequency.
During the trials, subjects were surveyed, as shown
in figure 5, as to how the tightening or loosening of
the bag, if a perceivable change was felt, made them
feel upon entering a predetermined area. 50% of the
subjects mentioned an increased sense of awareness
or alertness, and 25% of the subjects mentioned
being surprised by the interaction, which is most
likely due to their intentional lack of familiarity with
the project and bag. Subjects were also asked if and
how the change in the straps affects their awareness
of the surrounding environment. 63% of the subjects
described an increased sense of awareness whereas 25%
of the subjects mentioned they had no change in their
environmental awareness level due to the familiarity
they had with the area.
After the trials, subjects were surveyed as to how
knowing the purpose and intention of the bag affect
their perceived feeling of the walk. They were also
asked what they believed the function of the bag was,
knowing how it worked and what it responded to. Half
of the participants mentioned encouraging safety in
dangerous areas. 50% of the subjects when asked if they
felt an emotional change while they walked responded
that they did not and 25% of the subjects responded
that they felt alerted. Across all of the subjects it was
140
141
5 Conclusion
Innovations in portable screen based interfaces have
allowed us to become incredibly mobile and still have
near instant access to vast amounts of information.
Unfortunately as we gain access to more and more
information on our devices, people become increasingly
distracted and lost in the overwhelming amount of
data that becomes available. This fascination has
demonstrably caused a cultural loss of situational
awareness. Project Loci explores the likely future where
everyday objects have embedded computing power
and communicative properties. Embedded ubiquitous
computing allows these objects to provide a subtle,
intuitive, and active way of accessing and presenting
information, freeing individuals from diverting significant
portions of their attention to handheld devices. Unlike
the passive nature of screen-based interfaces, these
artifacts are able to initiate physical communication
between the device and the user providing for more
intuitive and natural experiences. They allow people
to actively focus on our environment instead of
dividing their attention between their screens and
their surroundings.
By designing haptic interactions that reflect peoples
natural interactions with each other, there is almost no
learning curve to interpreting the information provided.
Leveraging natural and intuitive social interactions allow
for information to be presented in subtle and nuanced
ways, something screen based interfaces fail to do.
Through seemingly simple interactions, information
can be presented with a relatively low fidelity, but
interpreted at a much higher level because of peoples
natural understanding of physical interactions between
one another.
Haptics enable objects to liberate the user from
their screens and enable a wealth of alternative ways
to transmit and interpret information. They dont
require constant interactions initiated by the user
142
Abstract
A semantic shift is happening in the health industry.
Healthcare is moving ever more towards home recovery
and care, while time spent at hospital keeps reducing.
This is beneficial for patients with faster recovery times
and for the health industry through reduced costs.
Home healthcare means that medical devices that
assist people to look after themselves now need to
establish an appropriate communication loop with the
patient. There is no longer a focus on the medical device
communicating with the medical practitioner through
mainly only denotation of meaning. We suggest that the
new communication loop implies that the medical device
can sense information from the patients body, it can
react to the data gathered and it can communicate back
to the patient through denotation and connotation of
meaning: making the information relevant for peoples
everyday lives, addressing pragmatic and hedonic
aspects, and not only through the display of data.
This paper analyses a number of medical devices for
home healthcare. We suggest a set of criteria that
designers can use when designing smart interactions
for empowering patients to take care of their health.
We present a number of designs from the School of
Design, Victoria University of Wellington and assess
them according to our suggested criteria.
Keywords
Smart interactions, healthcare, sensing human data,
semantics, connotation, medical device design,
exergames
1 Introduction
Technology for sensing the human body in the health
industries has largely focused on gathering body
responses relevant to the medical practitioner. With
good reason, the study of human factors in medical
devices has concentrated on making sure that usererror was minimised by the medical practitioners.
Tongson reported for example on the need to incorpo
rate human factors into the design of analgesic pumps,
after a technician entered the wrong setting which
resulted in the tragic death of a patient (1998, p. 1484).
Research on human factors which focused on the
objects interaction with the medical practitioners has
been a necessary field in the design of medical devices.
However, there is now a complex challenge to respond
to worldwide trends that clearly indicate the move from
hospital-based healthcare to home-based healthcare
(see for instance, Davis et al., 2010; Koch, 2006;
Shepperd et al., 2013; Tinetti, Charpentier, Gottschalk,
& Baker, 2012).
143
services/ecoa-tools/medical-device-integration
145
Fig. 6. The Aid and display of human data for the patient.
While traditional medical devices meant to give harddata to practitioners to help them make decisions,
the semantic shift to communicating with the patient
needs a more human approach. Able-X is an example
of a device that through the use of exer-games not
only facilitates exercising, it also encourages it and
enhances the experience through the challenge of a
videogame that patients can play as part of their exercising. Fluenci exemplifies the opportunity to investigate
human experience and design with it as a starting
point, including pragmatic and emotional aspects in the
design. The communication between the object and the
person is different to what breastfeeding pumps used
to be when they only needed to communicate with the
medical practitioners.
147
Design
Sensing
patient
relevant
data
Reacting
to patient
relevant
data
Semantics
inform the
patient
Tangible
interaction
that
enhances
the
experience
Digital
interaction
that
enhances
the
experience
Cortex 3D
printed cast
Yes
Yes
Yes, through
the shape
Yes
No
Nexstep
prosthetics
Yes
Yes
Yes, through
movement
Yes
No
Revival vest
Yes
Yes
Yes, through
behaviour
Yes
No
N-One
Intravenous
pump
Yes
Yes
No
Yes
No
5 Discussion
All of the products included in the study sense human
data in one way or another. Many do it digitally and then
convert the data into relevant information. Others,
like the Nexstep prosthetics, sense the data through
magnets and react to it automatically and mechanically,
without a translation of the data. The increasing
technological power to sense human data will only
allow us to expand the range of applications for home
healthcare.
While some products reacted automatically, others
translated the data into information relevant to the
patients. For instance, the Able-X exergames are a
good example of converting raw data into a meaningful
experience for the patients, who do not need to
understand what the data is, they only need to be
encouraged to perform their exercises.
149
6 Conclusion
Increasing home healthcare and moving away from
hospital-based treatment is a tremendous shift that
brings important positive outcomes, but it also
represents a great challenge for the medical profession
to ensure patients are properly looked after and that
their treatment and healing is indeed better than at a
hospital. From the patients point of view, while being
treated at home may speed recovery and reduce
the risk of depression and infections, it can also be
overwhelming to suddenly need to know how to treat
their condition on their own.
References
Davis, J. C., Robertson, M. C., Ashe, M. C., Liu-Ambrose, T.,
Khan, K. M., & Marra, C. A. (2010). Does a home-based
strength and balance programme in people aged >80 years
provide the best value for money to prevent falls? A systematic review of economic evaluations of falls prevention inter
ac.uk/static/5007/despdf/designres/desform201proceedings.pdf
wellness/2013/06/09/hospitals-reach-into-patients-homes-
deliver-healthy-smoked-tofu-but-also-bbq-shrimp-scampi/
QSqNQiycZUNxa9qbRWzs8I/story.html
from http://dl.acm.org/citation.cfm?doid=642611.642709
doi:10.3390/jsan1030217
Tinetti, M. E., Charpentier, P., Gottschalk, M., & Baker, D. I.
doi:10.1518/001872096778827251
Prina, A. M., Huisman, M., Yeap, B. B., Hankey, G. J., Flicker, L.,
Brayne, C., & Almeida, O. P. (2012). Association between
5415.2012.04060.x
Tongson, N. (1998). Incorporating human factors into the design
doi:10.1503/cmaj.121171
Qualcomm. (2013). Qualcomm Tricorder XPRIZE. Qualcomm
Tricorder XPRIZE. Retrieved July 31, 2013, from http://www.
qualcommtricorderxprize.org/
Sheeran, T., Byers, A. L., & Bruce, M. L. (2010). Depression and
increased short-term hospitalization risk among geriatric
patients receiving home health care services. Psychiatric
Services, 61(1), 7880.
Shepperd, S., Lannin, N. A., Clemson, L. M., McCluskey, A.,
Cameron, I. D., & Barras, S. L. (2013). Discharge planning
from hospital to home. In The Cochrane Collaboration & S.
Shepperd (Eds.), Cochrane Database of Systematic Reviews.
Chichester, UK: John Wiley & Sons, Ltd. Retrieved from
http://doi.wiley.com/10.1002/14651858.CD000313.pub4
Sheps, S. B., Reid, R., R., Barer, M. L., Krueger, H., McGrail, K. M.,
Green, B., ...Hertzman, C. (2000). Hospital downsizing and
trends in health care use among elderly people in British
Columbia. Canadian Medical Association Journal, 163(4), 397401.
Design and semantics of form and movement
151
Abstract
In this paper we present an interactive lighting and
sound art installation designed for the elderly with
dementia living in a confined area in an elderly care
center. Inspired by lighting and music therapies for
dementia, as well as the social and cultural activities
of healthy elderly, the installation creates sensory
stimulation and natural atmosphere, aiming at bringing
joy and happiness to dementia elderly in a dull corridor.
The technical details are briefly introduced, followed by
evaluation results.
Keywords
Lighting, sound, music, interactive, installation, elderly
care, dementia
1 Introduction
Nowadays, the number of dementia elderly is increasing
and the pressure put on caregiving is demanding.
Research has indicated that the Behavioral and
Psychological Symptoms of Dementia (BPSD) are
associated with the increased burden of care, which
has increased rates of institutionalization of patients
[1]. The dementia elderly who live in the care centers
have limited access to other people and outside
environments. A large part of the life of the dementia
elderly is restricted by the lost cognitive ability and
decayed memories. Such liabilities determine the passive
152
153
155
Fig. 4: Scenario
156
4.3 Prototype
The prototype of concept was implemented and tested
with the dementia elderly and the caregiving experts
at Vitalis. The prototype implements the interaction
between two people in the distance, and the effect
of touching. Infrared distance sensors are used to
detect the speed and direction of the movement, and
cap sensors are used to detect touch. When there is
elderly walking closer towards the first light, it becomes
brighter with the background sound of water start
whispering. Lights flashed one by one gradually with
water drop sounds. Once the elder touches the colorful
plastic area, the corresponding lights lit up with water
drop sounds. When there comes another elder, lights
between them would flash with roaming water sound.
4.4 The User test and Results
The final prototype was opened for user test at 3.30pm,
on 20th December 2012 at Vitalis (Fig. 5). Instead of
hanging out in the corridor, the prototype was set on
a long table in the living room where 8 elders with
dementia sitting at another table 2 meters away could
see and experience when others play with the prototype.
However, the prototype was only displayed for a
relatively short period of time. Moreover the actual
concept covered one side walking space in the corridor,
and full size of the concept would have an effect on the
circulation function in the corridor, which was later
discussed with experts from Vitalis.
Mood board
Creating mood boards would be a useful way to
reflect the users emotion and attitude towards certain
concepts or products. However creating such a mood
board could be time consuming and, especially for the
dementia elderly, very challenging. Instead, the partici
pants in the evaluation were asked to make choices
from a restricted selection of images for certain
aspects. This supports a more formalized analysis.
On the basis of this prototype, the participants were
asked with the following questions:
- Which image resembles your mood while playing with
the lighting?(Fig. 6(a))
- Which image represents what you are thinking of
while playing with the lighting?(Fig. 6(b))
- Which image can recall the memory you once had
while playing with the lighting?(Fig. 6(c))
The care givers were asked to observe the dementia elderly
also and were asked to answer the following questions:
- Do you think the dementia elderly like the lighting,
and in which ways? And how about Sounds?
- Do they behave relaxed or interested or agitated?
(positive or negative), and in which ways?
5 Conclusion
157
References
1. W. Black, and O. P. Almeida, A systematic review of the
association between the behavioral and Psychological
Symptoms of Dementia and burden of care, Statistics, vol.
1999, no. 1999b, 2001.
2. M. Vernooij-Dassen, Meaningful activities for people with
dementia, 2007.
3. A. Phinney, Family strategies for supporting involvement in
meaningful activity by persons with dementia, Journal of
Family Nursing, vol. 12, no. 1, pp. 80-101, 2006.
4. P. Desmet, "Design for happiness; four ingredients for
designing meaningful activities."
5. P. R. Boyce, Human factors in lighting: CRC Press, 2010.
6. J. Van Hoof, M. Aarts, C. Rense et al., Ambient bright light
in dementia: effects on behaviour and circadian rhythmicity,
Building and Environment, vol. 44, no. 1, pp. 146-155, 2009.
7. L. Volicer, D. G. Harper, B. C. Manning et al., Sundowning
and circadian rhythms in Alzheimers disease, American
Journal of Psychiatry, vol. 158, no. 5, pp. 704-711, 2001.
8. L. Buettner, Therapeutic recreation in the nursing home.
Reinventing a good thing, Journal of gerontological nursing,
vol. 27, no. 5, pp. 8, 2001.
9. H.-F. Hsieh, and J.-J. Wang, Effect of reminiscence therapy
on depression in older adults: a systematic review, Inter
national journal of nursing studies, vol. 40, no. 4, pp. 335, 2003.
10. J. Tulloch, Protect against dementia, http://knowledge.
allianz.com/, 2012.
158
Abstract
1 Introduction
Keywords
Bonding, maternal scent, semantics, interaction design,
smart textile materials
159
160
2 User Research
2.1 Maternal scent application practices in
NICU (neonatal intensive care unit)
An observation study followed by an interview was
conducted with a mother of a prematurely born
baby in the Mxima Medical Center Veldhoven, the
Netherlands. Out of all NICU practices, giving a
kangaroo care to a prematurely born baby is one of
the closest and strongest contact moments between
a mother and her child therefore we chose to conduct
the observation study at that moment. The observation
study and interview afterwards was carried out in
order to find out the mothers perception of her child
and any behavioural changes in the child while giving a
kangaroo care as well as at times when she is not with
her baby, especially in relation to a scent perception
of one and another. The mother indicated that she
feels good and relaxed while giving a KC to her child;
especially she stresses the fact that it is her moment
of care. She mentioned that nobody else can give
such a care to her child and she feels that they belong
together and having a strong moment together. While
giving KC, she perceives her baby strongly; she looks
at him and calms him down. She perceives the smell of
her baby the same as her breast milk. Therefore when
she smells breast milk from her clothes at home there
is an immediate mental connection with her child. She
mentioned that her baby likes her hand over his body
and as soon as she takes the hand of, the baby perceives
it negatively and starts crying. She indicated that one of
the hardest moments in NICU is when she is leaving her
baby behind to the care of the nurses. She feels helpless
that she cannot care for him by herself. Further, the
observation showed that as soon as the child was put on
a bare skin of a mother it gradually calmed and relaxed.
The baby was in a close contact with mothers skin,
especially in an area of breast, neck and towards armpits.
Several interviews with neonatal nurses from three
different countries (the Netherlands, U.S. and Czech
Republic) were also repeatedly conducted in order to
gain insight into the caring procedures and practices
related to a scent application in the NICU environment.
The main outcome of these interviews was the
similarity of one particular procedure including the
maternal scent. Across all three cultural practices the
nurses supported the mothers to wear either a piece
of cotton cloth or a t-shirt overnight and leave that
3 Design ideation
3.1 The embodying of scent interactions
Designing with a scent as one of the sensory perception
implies challenges. Scent as such may, by many, be
perceived as transparent, without one defined shape,
color or any other embodiment. Professional perfumers
may claim the opposite, since their extensive olfactory
expertise is associated with a functional reorganization
of key olfactory and memory brain regions, explaining
their extraordinary ability to imagine odours and create
fragrances [18].
We, as designers usually do not have an extensive
olfactory expertise, on the other hand we possess the
ability of applying inspirational design methodologies
in order to find out about the embodiment as well as
interactions connected with the difficultly imagined
visualizations. We therefore decided to conduct an
Interaction relabeling session [19] with participation of
creative professionals from industrial design and human
technology interaction domains. This methodology
supports the exploration of new interactions by an
inspiration from the mechanical properties of an
introduced object. These interactions are then assigned
onto the conceptual product to be designed, in our
case bonding by scent product. Participants were
also introduced a set of tasks that they had to perform
and imagine while using the introduced object. An
example of tasks was: Imagine: how you would load the
object with a smell. Imagine: how you would preserve as
much scent as possible during transportation. The objects
introduced to the participants were as following: an
umbrella, mechanical wine bottle opener, measuring
tape and vegetable press. One object particularly, the
vegetable press Fig. 1, brought the most interesting
interactions out of all introduced objects. The vegetable
press with its holes at the bottom as well as turning
properties of the mashing part that lead to opening and
4 Concept Design
Building on the observation and interviews with a
mother and neonatal nurses as well as the inspirational
Interaction relabeling session, a concept of an intimate
garment worn by mothers of prematurely born
babies called Oris was developed, Fig. 2. The shapes
bubbles implemented in Oris as well as the
interaction with Oris were designed to communicate
the collection and diffusion of a human scent in a subtle
metaphorical form.
Design and semantics of form and movement
161
Fig. 2. Intimate garment for mothers of prematurely born babies collecting the maternal scent and diffusing it for a baby.
Note two garments in one package and the scent bubbles shrunk inside the garment preserving the scent.
163
165
167
Acknowledgments
The authors would like to thank the mother of a
prematurely born baby and medical staff at MMC
Veldhoven, namely S. Bambang Oetomo and A.
Osagiator, who were involved in the user research
phase of the project and who willingly shared their
experiences. Finding about the scent interactions would
not be possible without a help of industrial design and
human technology interaction colleagues. Last but not
least we would like to thank Misha Croes MSc., a PhD.
candidate at the Eindhoven University of Technology,
whose growing expertise and interest in bonding in the
neonatal intensive care unit through design ignited the
whole project.
References
1. Klaus, M., & Recent, A. (1998). Mother and Infant: Early
Gynecol Scand;74:530533.
pp. 21-26.
6. Charpak, N., Ruiz, J. G., Zupan, J., Cattaneo, A., Figueroa, Z.,
514-22. doi:10.1080/08035250510027381.
7. Marlier, L., Schaal, B., & Soussignan, R. (1998). Neonatal
nlm.nih.gov/pubmed/9680675.
8. Varendi, H., Porter, R. and Winberg, J. (1996), Attractiveness
of amniotic fluid odor: evidence of prenatal olfactory
learning?. Acta Paediatrica, 85: 12231227. doi: 10.1111/
j.1651-2227.1996.tb18233.x.
9. Maguire, C.M, Bruil J., Wit J. M., Walther F. J., Reading
20. A . Lendlein and S. Kelch, Angew. Chem., Int. Ed., 2002, 41,
20342057.
21. C . Liu, H. Qin and P. T. Mather, Review of progress in shape
memory polymers, J. Mater. Chem., 2007, 17, 15431558.
22. Design als Produktsprache Der Offenbacher Ansatz
in Theorie und Praxis, Verlag form, Frankfurt/Main 2000,
169
Manon Junggeburth, Luca Giacolini, Tom van Rooij, Bastiaan van Hout, Bart Hengeveld,
Mathias Funk, Joep Frens
Department of Industrial Design, Eindhoven University of Technology, Eindhoven, The Netherlands
{m.w.j.junggeburth,l.giacolini,t.j.a.v.rooij,b.f.k.v.hout} @student.tue.nl, {b.j.hengeveld, m.funk, j.w.frens}@tue.nl
Experio: A Laser-Triggered
Dance Music Generator
Abstract
In the field of Industrial Design we are moving towards
a paradigm of Designing for Systems, which means
designing from a multiple users/multiple technologies
perspective. As this is rather uncharted territory we
explored how to design for systems inspired by fields
with roots in facilitating behavior and personalization;
in this case improvised music. While traditional musical
instruments and performances are played by musicians
with a certain training skill set, participatory musical
instruments are still a challenge as they should allow for
a low entrance threshold, easy and fun operation, and
the possibility to create appealing musical experiences
that go beyond an initial rush. We designed a setting in
which people can express them while being part of a
bigger technology-mediated musical organism, specifically
aimed at the whole rather than the sum of the parts.
The design is called Experio; a system that uses lasertriggered dance floor segments to generate dance
music. A small initial user test has been carried out to
evaluate the possibilities of Experio in a real-life setting.
Keywords
Musical experience, improvisation, free body
expressivity, system.
170
1 Introduction
In Industrial Design, we are moving away from the
traditional paradigms of Designing for Appearance
and Designing for Interaction towards Designing
for Systems. This paradigm breaks with the current
interaction structures of people and technology and
deals with multiple users using multiple technologies
in a highly networked setting. As this design paradigm
is still relatively unexplored we need to explore how
to design for systems, as we experience that we
cannot simply adopt the tools and methods from the
two other paradigms and apply them to the new one.
As an exploration we try to learn lessons from fields
with roots in facilitating group interactions, in this case
improvised music. In improvised music, individual people
performing together are genuinely more than the sum
of the parts; they act as a system [1]. Multiple feedback
loops between musical instruments, players and the
audience complicate this design challenge.
Inspired by this phenomenon, the design challenge
aimed at designing a setting in which people can express
themselves musically, mediated by technology, while
being part of this bigger musical-social organism.
In other words, designing an interactive musical
instrument that was specifically aimed at the whole
rather than the sum of the parts was the final goal of
the project. One can notice a diversion from what already exists in the field of musical instruments, as, for
2 Experio
Experio is a new interactive networking design aimed
at a more active relationship between the audience and
the performer of modern electronic music. The purpose
is to let the people from the crowd have an influence
on the sound, so that they can take on responsibilities
and shape their own experience. Three entities do
interact as a system [8]: the crowd, the crowd musicians
and the moderator. The crowd is a general term for
people who are dancing in a club and enjoy the music.
The crowd musician, also named audience performer,
is a person who challenges herself with a new way of
interacting with the overall music experience, while the
moderator is a professional musician who works with
by the audience performers input. Experio is designed
such that multiple crowd musicians can interact at the
same time.
The Experio setup in specific consists of a big round
platform with the moderator standing in the middle.
The platform consists of several planes made by laser
light, from center to outer rim, like sectors of a pie.
In the center, the moderator selects music content,
which is partly played directly, for instance the beat,
and partly assigned to the different sections of the
Design and semantics of form and movement
171
3 Implementation
4 Evaluation
http://arduino.cc, last
retrieved on August
10, 2013
http://www.image-line
com/documents/
flstudio.html, last
retrieved on August 10,
2013
173
References
1. Frens, J. W. and Overbeeke, C. J. (2009). Setting the stage
for the design of highly interactive systems, In Proceedings of
IASDR 2009, Seoul, Korea, pp. 1-10.
2. Geiger, C. and Wldecke, B. and Marinos, D. (2011), Design
of a Touchless Multipoint Musical Interface in a Virtual Studio
Environment, ACE11, New York.
3. Rekimoto, J. (2004). Sensing GamePad: Electrostatic Potential
174
Abstract
Social media have become increasingly popular in
recent years. The amount of data makes it hard to get
an overview of what people are saying. We designed
an app that allows users to get an overview of big
data on Twitter. We allow users to explore opinions
by searching for keywords and allowing them to filter
the results based on location. We believe that this
application might be interesting for many different
target groups such as consumers, companies and
journalists.
Keywords
Sentiment analysis, opinion mining, twitter, map,
visualization, big data, mobile
1 Introduction
In recent years, social media have become a part of
everyday life for many people. Social media allow people
to share thoughts, opinions, information, pictures and
video with virtually anyone in the world. One widely
used social media platform is Twitter. According to the
Statistics Brain [1], there are over 550 million Twitter
users sharing an average of 58 million Tweets every day.
People also use Twitter to search for information: on
average, 2.1 billion different queries are issued each day.
The massive amount of available Tweets makes it hard
for people to get an overview of others opinions.
175
177
178
3 Prospective applications
The Sentiment Ninja application can be used in many
contexts by many different target groups. In the
following Subsections, we focus on the three most
prospective target groups: consumers, companies and
journalists. For consumers, we discuss two different
contexts: exploration of the environment and buying
decisions. Companies can use the app for marketing
purposes and for competitor analysis. For journalists,
the app is suitable in contexts where they are in the field
and want to report the opinions of people on the news.
3.1 Consumers
Consumers can use the app in two contexts:
exploration of the environment and buying decisions.
The former context applies when a user is visiting a
city and wants to find out which places he should visit.
The user can then find opinions about places and events
in the city. Location is highly relevant in this context
because the user wants to explore a specific area. Users
can also query for opinions in the city without specifying
a keyword to gather general opinions and discover
which places are more positive than others.
179
4 Discussion
In this Section, we discuss issues with the current design
and provide possible future developments of our app.
4.1 Issues
In this Subsection, we discuss the following issues with
the current design: language, sarcasm and ambiguity,
location, and big data representation.
Language.
Currently, our app only analyzes English Tweets.
This means that many possibly relevant Tweets are
not recognized because they are in a different language.
This problem especially arises when the user is looking
for Tweets in a location where English is not the native
language, although it could also occur in native countries
where tourists might Tweet in their own language.
Another problem here is that users might enter
keywords in their own native language, not English.
These issues are currently hard to resolve since most
algorithms are developed especially for the English
language. Also, providing a keyword in one language
with the goal of searching Tweets in all languages for
this topic is an issue since it is still hard to automatically
translate languages.
Sarcasm and ambiguity recognition.
Although a lot of work has been done in the field of
natural language processing, recognizing sarcasm and
dealing with ambiguity currently still pose a problem
for machine learning algorithms [5]. This can cause
the classifier to annotate Tweets wrongly and poses
a problem to its accuracy.
Location.
Twitter users might protect their privacy by switching off
location tagging. For us, this means that possibly relevant
5 Conclusion
The goal of our app is to allow users to get a clear
overview of opinions on Twitter based on location in a
quick and easy way. We designed the app with three clear
target groups in mind although it could be interesting for
many more people. We did not yet have the opportunity
to conduct extensive user testing to find out to what
extent our app meets its goals. One next step would
be to test our app. Another step is to allow users to
compare different locations more easily and clearly by
developing a web app that is suitable for larger screens.
A next technical development would be to include
algorithms to detect propaganda to prevent companies
and governments from manipulating opinions on Twitter.
References
4.2 Future development
One benefit of creating an app for mobile use is
portability. Opinions on Twitter can be mined from any
place in the world with internet access. One drawback
however is the limited screen size. On a bigger screen,
we could allow users to compare locations in the world
that are far apart or to compare different zoom levels (for
example, compare the general opinion in a country with
the opinion in a city within that country).
We aim to develop a desktop version in the future that
allow this functionality.
com/human
6. Recognizing Propaganda Techniques and Errors of Faulty
Logic. Cuesta College. Retrieved July 7, 2013 from http://
academic.cuesta.edu/acasupp/as/404.htm
181
Cheng Zheng
Department of Industry Design, Zhejiang University, Hangzhou, 310027, China
zzzzzccccc@gmail.com
Abstract
Tangram is an old Chinese puzzle game mainly for
children intelligence exploration; it is simple and
easy to make but has almost infinite combination
possibilities. In recent years, however, the explosion
of the development of new toys and games has pushed
tangram, the puzzle of Chinese wisdom and culture, into
an awkward situation. Our project sought to make the
game of tangram more visual and interesting through
tangible interaction, trying to inspire children playing
and learning with more enthusiasm, meanwhile help
this old game revive today.
Keywords
Chinese puzzle, tangram, intelligence exploration,
tangible interaction
1 Introduction
Tangram (or Qiqiaoban in Chinese) is a puzzle game
consisting of seven flat shapes(called tans). As an open
game, the objective of the puzzle is to use imagination
to form a specific shape using all seven pieces, which
may not overlap[1]. This gives the game another name
seven boards of skill.
2 Concept
Tangram originated from the Ming Dynasty for over
200 years ago. Tangram has 7 pieces, including 5 right
triangles(2 large, 1 medium, 2 small), 1 square and 1
parallelogram. All these pieces can form an exact big
182
Multimedia output
When the object is identified, UI module starts to fetch
objects profile, output static or dynamic animations
with words and explanation voices, as vivid as possible
to impress children (see Figure 3).
Tangram detection
Any shape detection algorithm is appropriate for
identifying tangram shapes, e.g.. Here we use EmguCV
library [6]. Firstly we capture a snapshot from the web
camera, scan the image to get color distribution. Since
different pieces have different colors, we get angular
vertexes of every piece by analyzing each pixel. With
an established coordinate axis, we know the positions
and rotation angles of all tangram pieces. These string
numbers describe a unique tangram figure.
3 Scenario
Object recognition
Since any figure could be described as an array of
numbers, we create a property database to store the
corresponding arrays. Figure 2 gives an example of how
to recognize a figure of fox. When the array of the
figure shows a high similarity to the array in database,
the system will judge it as a fox. In our test,
|pri-pr0i|*(|pai-pa0i|+|rai-ra0i|)<10 is considered
as similar.
183
References
1. http://en.wikipedia.org/wiki/Tangram.
2. Yu Xiuyuan, TianXiaoqiu, Liu Ruomei, Lv Yong. Experiment
on Improvement the Operative Ability of Low-grade Pupils
with Seven-piece Puzzle Training. Exploration of Psychology2
(2001), 1-5.
3. http://zh.wikipedia.org/zhcn/%E4%B8%83%E5%B7%A7%E6%9D%BF.
4. Takahiro Iwata, Tetsuo Yamabe, MikkoPolojarvi. Traditional
Games Meet ICT: A Case Study on Go Game Augmentation.
TEI10 (2010), 237-240.
5. Alissa N. Antle. Embodied Child Computer Interaction:
Why Embodiment Matters. Lifelong Interactions. Mar.+Apr.
(2009). 27-30.
6. Emgu CV free source for shape detection. http://www.emgu.
com/wiki/index.php/Shape_(Triangle,_Rectangle,_Circle,_
Line)_Detection_in_CSharp.
184
Abstract
We present two demonstrators of interactive and
networked systems. The context of both systems is
premature birth, the neonatal intensive care unit and
the social situation of the parents. Both demonstrators
establish a link between the physical and the digital
and both take advantage of contemporary developments
in social computing. The first demonstrator is called
Touchee. The second demonstrator is called NICU-tree.
Keywords
Social computing, neonatology, interaction.
M MC is short for
Mxima Medisch
Centrum Veldhoven
185
3 Design concepts
Two important subjects emerged from previous
investigations: 1) how to stimulate higher level of both
186
3.2 NICU-tree
NICU-tree is a diary based socialization system
designed especially for parents with premature babies.
The system can be accessed in three ways: 1) a digital
device in a NICU room with beamer and camera
functionalities; 2) a large public display/ projection
in every hospital throughout Netherlands; and 3) a
personally owned portable digital device. A cloud
system supports all the accessibilities. Each piece of
dairy and related comments has a unique QR code
where users can scan and download corresponding
information. The interaction structure of NICU-tree
is shown as figure 4.
4 Lessons learned
The evaluation session was taken place in MMC where
ten participants from both MMC and RMH3 attended.
Genders were balanced to the degree possible, with
two men and eight women. The babies of three of
them are currently kept in the NICUs in MMC. Five
of them are volunteers working in RMH, among which
one mother had a pre-term baby in January 2012 who
recovered well from illness. Two are experts in the field
of neonatology.
R MH is short for
Ronald McDonald
Huis, ZuidoostBrabant branch to
be specific
187
References
Aagaard, H., & Hall, E. O. (2008). Mothers Experiences of
Having a Preterm Infant in the Neonatal Care Unit: A MetaSynthesis. Journal of Pediatric Nursing, 23(3). doi:10.1016/j.
pedn.2007.02.003
Ahn, Y.-M., & Kim, N.-H. (2007, December). Parental Perception
of Neonates, Parental Stress and Education for NICU
Parents. Asian Nursing Research, 1(3).
Burkhardt, M. E., & Brass, D. J. (1990). Changing Patterns or
Patterns of Change: The Effects of a Change in Technology
on Social Network Structure and Power. Administrative
Science Quarterly, 35(Special Issue: Technology), 104-127.
Chen, W., Feijs, L., & Bambang Oetomo, S. (2010). Neonatal
Monitoring: Current Practice and Future Trends. In
Handbook of Research on Developments in E-Health and
Telemedicine: Technological and Social Perspectives. IGI
Global. doi:10.4018/978-1-61520-670-4.ch045
Miles, M. S., & Holditch-Davis, D. (1997, June). Parenting the
prematurely born child: Pathways of influence. Seminars in
Perinatology, 21(3), 254-266.
Straub, D., Loch, K., Evaristo, R., Karahanna, E., & Strite, M.
(2002). Toward a Theory-Based Measurement of Culture.
Journal of Global Information Management, 10.
188
Yumei Dong1, Xiaohe Luo2 , Xiaoyu Tan3, Miaosen Gong4, Wei Wu5
School of Design, Jiangnan University, 1800 Lihu avenue, Wuxi, China 1,3,4
Nanjing Cynovo Electronic Technology Co.,Ltd, Nanjing, China 2,5
dong.yumei2008@163.com 1
Abstract
Mobile fetal surveillance service system design is a
cooperative project between DESIS Lab, Jiangnan
University and Nanjing Cynovo Electronic Technology
Co., Ltd. In this project, a fetus-voice meter
integrated with and cloud platform is designed. It
provides fetal surveillance, experts consulting and
social communicating services and makes it available
every time and everywhere for pregnant women and
their family. To some extent, it extends the function
of hospital and remits the problem resulting from
unbalanced healthcare resources.
Keywords
Fetal surveillance, Mobile healthcare, pregnant women,
Product service system
1 Social context
China is a country without enough and balanced health
care resource. Many of the healthcare resources are
distributed in urban areas. (Chuanshu Lu, Xiuli Xie
2007) It is difficult for rural patients to see a doctor
when facing health trouble with the limitation of
healthcare device and service. Healthcare fee is also
a challenge for those people. The function of hospital
should be extended outside.
In addition, the structure of most families in China is
changing into 421family pattern which means there
189
pregnant women wanted more interaction with fatherto-be. Secondly, they need more service when they
measured fetus heart rate such as communicating with
other pregnant women and exchange for second-hand
articles. Its found that a single product cant meet the
needs of pregnant women. A product service system
(PSS) (N. Morelli 2003, E. Manzini &C. Vezzoli 2003)
should be build to meet the comprehensive requirement
of pregnant woman.
A concept of mobile fetal surveillance service system
emerged. In this service system, pregnant women use
a device connected with iphone to collect vital
signs. Those dates were delivered to monitoring
cloud-platform as well as the application. Pregnant
women and their families can learn about the fetus
healthy via visualization interface of the application and
cloud platform. Medical care provider on pregnancy
healthcare service analyzed the date from cloud
platform and gave suggestions to relevant pregnant
woman so that they could deal with bad situation
accurately in time. At the meantime, pregnant women
could share the date of vital signs to social network.
A virtual community of pregnant women with the same
concerning would be naturally formed. Pregnant women
in this community would communicate with each other
and solve problems collaboratively, spontaneously and
proactively.
The application
If pregnant women want to check the history of the
date and learn about fluctuation of it, a is needed.
This application makes date display and management
possible. It also provides an access of consulting doctors
and sharing dates to social network.
3 Prototyping
A set of prototypes was made out after determination
of design proposal. It consists of a fetus-voice meter
connected with by Bluetooth, an and a cloud platform.
In this phase, fetus-voice meter could work normally,
190
Cloud platform
Besides functions provided in the application, cloud
platform adds some relevant services such as secondhand article exchange and pregnant women class in order
to meet their extra needs we found in user research.
Mobile fetal surveillance service system was tested in
some pregnant families. It is proved to be effective and
have a more accurate outcome and nicer experience.
Father-to-be and pregnant women have a good
interaction when using it. Something insufficient were
also exposed. Firstly, the size of fetus-voice meter probe
was too big so that it was easy to soil belly of pregnant
women when coated coupling. Secondly, a pregnant
woman cant use body of fetus-voice meter and at the
same time by herself. Without support of her husband,
it was not convenient to use it.
5 Acknowledgement
We thank to all colleagues and users who give supports
during the project and its partly supported by Ministry
of Education Humanities and Social Science Youth Fund
(11YJC760018).
References:
1. Chuanshu Lu, Xiuli Xie. (2007). Review on Chinas healthcare
reform. Journal of Medicine and philosophy: Humanities and
social medicine. 2,12-14
2. Xun Zhang. (2008). Build a new family pension system
scientifically. Hubei Social Sciences. 5,70-72
3. Hina Gandhi, Lucy Kean. (2008). Electronic fetal heart rate
monitoring. British Journal of Hospital Medicine.69(7), 288-391
4. Boroto Hwabamungu , Quentin Williams (2010).M-Health
adoption and sustainability prognosis from a Care givers
and patients perspective , Proceedings of the 2010 Annual
Research Conference of SAICSIT, 1113 October 2010, Bela
Fig. 4. Scenes of users testing
Studies.24(1),74-99
6. Manzini, E. & Vezzoli, C. (2003). Product-Service Systems and
Sustainability. Opportuni-ties for sustainable solutions. UNEP.
191
Abstract
Vibe-ing is a care tool in the form of a garment, which
invites the body to feel, move, and heal through vibration
therapy. The merino wool garment contains knitted
pockets, equipped with electronic circuit boards that
enable the garment to sense touch and vibrate specific
pressure points on the body. With this design we aim
to inform a multi-disciplinary audience about the oppor
tunities of integrating textile and vibration for health
care applications. We show how new manufacturing
can lead to new possibilities in garment design and the
integration of electronic components. With an example
of dynamic behavior we demonstrate how the vibration
therapy of the garment can be tailored to individual
treatment needs. This design serves as a start. We plan
to further investigate the effects of vibration therapy
combined with textile design and electronics for the
treatment of osteoporosis.
Keywords
Smart textiles, wellbeing, customization, product behavior.
1 Introduction
Vibration has three positive therapeutic applications:
(a) for the improvement of bone density and muscle
strength [1]; (b) for the attenuation of delayed-onset
muscle soreness [2]; and (c) for an increase of the
speed of the blood flow through the body [3]. Vibe-ing
is a care tool in the form of a garment, which invites
192
193
5 Further research
7 References
6 Acknowledgements
This work is being carried out as part of the project
Smart Textile Services sponsored by the Dutch
Ministry of Economic Affairs under the CRISP program.
We would like to thank Jesse Asjes from TextielMuseum
TextielLab and Admar Schoonen from Metatronics for
their contributions in realizing Vibe-ing.
Design and semantics of form and movement
195
Abstract
In recent years, with the rapid development of
technology and culture, digital media art has arrived
into view. Taking Social Blobs of Interactive Patina
of Culture as an example, this paper begins from the
application of interactive art installations of digital media
arts to urban public space, and introduce how to merge
interactive art installations with public space and the
historical and cultural background of public space.
Keywords
Projection Mapping, Interactive Art Installation,
Interactive Patina of Culture
1. Introduction
Since 21th century, the popularity of computer
technology has changed traditional art forms in
multiple ways. At the right historical moment, digital
arts including interactive art installations appeared.
Representing new audio-visual experience in both
expression forms and interaction forms [1], interactive
art installations cover various subjects including design
arts, computer graphic techniques, media hardware
materials, web of things, etc., even related to biology,
music, and physics. Hence, in order to make complete
design and creation, it requires that the creator had
multi-discipline background knowledge. In recent years,
due to the efforts of artists, designers and architects,
there are numbers of interactive art installations
196
197
3. Implementation techniques of
Social Blobs
The Social Blobs interactive installation (see Fig. 2) is
made up of three parts, namely, data gathering, data
processing, and graphic output. In data gathering,
sensors are used to obtain the participants position
data, Arduino[6] may obtain data from the sensors
through simulation electric signals, pack and send to
the computer, after the Processing[7] in the computer
obtains the data, it will sort and process the participants
and achieve abstract graphics, then these graphics are
presented to the participants by projector by means of
Projection Mapping.
The current popular Arduino development board
and Processing programming language are adopted in
combination (see Fig. 3) for the main control part of this
interactive installation. Arduino is a handy, convenient
and flexible open source electronics prototyping
platform, including hardwares and softwares (Arduino
IDE). It is widely used by artists, designers and fans.
Arduino may sense the environment through all sorts
of sensors, feedback and influence the environment by
controlling lighting, motors, and other devices. The micro
control units on the electronic board may participate
program response, and connect with the interactive
platform by using Arduino programming language.
Reference
1. Wang, F., J. Hu, and M. Rauterberg (2013). New Carriers, Media
and Forms of Public Digital Arts, in Culture and Computing 2012,
Springer-Verlag Berlin Heidelberg: Hangzhou, China. p. 83-93.
4. Discussion
In order to make our work Social Blobs has a strong
public participation, the most instinctive behavior of
human is adopted. The trace left on the square by
participant is displayed as an abstract visual social
interaction. Making participants as the center of the
whole interactive installation, ticking out deliberately
artificial creation, this design creates abstract art
patterns of interpersonal relationship which merge
into cultural fundamental embodiment with the most
natural and simple modes of participants random
wandering. This mode that allows users to design may
make the whole interactive installation full of interest
and unpredictability, and let urban public space more
vivid, full of humanity and cultural connotation. As the
achievement achieved by the Sino-Holland Workshop,
Social Blobs has won spectators praises and panel
judges consistent affirmation.
198
2. Jacucci, G.; Wagner, M.; Wagner, I.; Giaccardi, E.; Annunziato, M.;
Breyer, N.; Hansen, J.; Jo, K.; Ossevoort, S.; Perini, A.; Roussel, N.;
Schuricht, S., "ParticipArt: Exploring participation in interactive
art installations," Mixed and Augmented Reality - Arts, Media,
and Humanities (ISMAR-AMH), 2010 IEEE International
Symposium On , vol., no., pp.3,10, 13-16 Oct. 2010
3. Fischnaller, F., "Kali: the Goddess of the millennium [interactive art
installation]," Virtual Systems and Multimedia, 2001. Proceedings.
Seventh International Conference on , vol., no., pp.545,554, 2001
4. Frens, J., M. Funk, J. Hu, S. Zhang, K. Kang and F. Wang(2013).
Exploring the Concept of Interactive Patina of Culture in the 8th
international conference on Design and Semantics of Form and
Movement (DeSForM), Wuxi, China.
5. Graffe, David A. "Book Review of Zheng He: China and the
Oceans in the Early Ming Dynasty, 14051433". Journal of
Military History. Retrieved November 14, 2012.
6. Arduino: http://www.arduino.cc/
7. Processing: http://processing.org/
Daniel Cermak-Sassenrath
Computer Games and Interaction Design (CGID), IT University of Copenhagen, Denmark
mail@dace.de
Abstract
Why is it that players can do the most extraordinary
(e.g. violent or physical) acts in games without
hesitation, reluctance or doubt? What do objects and
actions in games mean? This article introduces the
notion of the opacity of play: Play is opaque towards
non-players, its meanings are not transparent. The
article also offers an explanation how people deal with
this, that is, why spectators struggle and players easily
cope with it. The interactive installation Makin Cake
demonstrates the issue by providing an immediate
and provocative experience to players and spectators.
It appears that play is not dependent on or even
interested in the subject matter it plays with. Players
most naturally understand and know that their actions
do not mean anything. In this respect, play acts like a
fun-house mirror into Wonderland, reflecting ordinary
life but giving it its own twist, path, and, finally, meaning,
free and independent from the everyday world.
Keywords
Installation, play, game, media, transparency, meaning,
swearing, cake, baking, 1950.
1. Introduction
Why is it that players can do the most extraordinary
(e.g. violent or physical) acts in games without hesitation,
reluctance or doubt? There are many games in which
199
4. Play is self-referential
Play is only interested in itself. There are many
examples in which e.g. issues, problems or differences
players have outside of play do not translate into play.
On the possibility of hiring drummer Matt Sorum into
Guns n Roses, Slash recalls: The pay was good and
there were no rules, except for one: all you had to do
was play well. [29] Hot rod and motorbike customizer
Cole Foster states that he does not have any tattoos,
no mobile phone and no iPod, and that he did cry when
Bambi was shot but in the end it was only relevant
what he builds [11].
The meanings play creates by and in itself massively
outweight their import from the outside. Willke [31,
my transl.] describes the autopoetic quality of human
social or personal systems and claims that they
201
7. Creating Reality
It is not the reflection, the learning or the gain of
insight about reality that drives play, but the creation
of reality. Play is not an abstraction of ordinary life
or a duplicate or a copy of the everyday world. It
applies what Manovich [14] says of computer graphics:
Synthetic computer-generated image is not an
inferior representation of our reality, but a realistic
representation of a different reality. Play is not ordinary
life, but real nonetheless. Who wants to say what it real
and what is not? Following Luhmann, [b]oth non-play
and play are realities, because they are products of a
distinction, a difference that makes a difference. [30]
In play, players encounter a fully-valid reality. Play is
made up of real actions in unreal worlds. Play is neither
a schein reality or an ersatz reality; it is not defined or
legitimized through references into an external reality,
very similar to art which, according to Heidegger, does
not depict or represent the world. It creates a world of
its own. [12; cf. 8]
8. Medial Bleed
Although play does not aim to change the world, the
bleed of effects from play into the play-external world
is often at least tolerated by players in many cases this
by-product of play actually appears to be quite welcome
(for instance, a reputation or fame). Medial overflow
into other media or into everyday life is not limited to
play, and a well-known phenomenon: Hollywood is a
town of fabulators. The people who dwell there create
fictions for a living, fictions that refuse tidily to confine
themselves to the screen, but spill over into the daily
lives of the men and women who regard themselves
as stars in the movies of their own lives. [2] Also,
202
9. Conclusion
Play is not dependent on or even interested in the
subject matter it plays with. While there is an interplay,
and play material is important to play, it is only playedwith. It does not mean anything, that is, beyond play.
Likewise, players actions do not mean anything. In
this respect, play acts like a fun-house mirror into
Wonderland, reflecting ordinary life but giving it its own
twist, path, and, finally, meaning, free and independent
from the everyday world. The notion of the opacity of
play is proposed to describe this phenomenon.
Players assign meanings to actions and objects which
only depend on the meanings they have or gain in play.
Other media may reference ordinary life to a stronger
degree, or rather, at all. Play is opaque with regard to
meaning, and games are strongly autopoietic. Players
accept all kinds of play actions, because they are empty
[28]. Every child who plays, knows that it plays [9]
and is aware that it is only pretending [9; cf. 26, 27].
Players are different and do things differently [9], and
most naturally step out of the systems of meaning that
surround them in the everyday world, without being
social freaks or media experts. Players understand
play, spectators do not, because they have different
perspectives on what is happening, and different ways
to participate.
This situation is the potential the Makin Cake
installation plays off: If the meaning of a medial text
is always open [32] and is to be determined in an
heterogenous manner by the people involved, and
cannot be predicted, there is potential for conflict.
The installation goes a step further to create a
confrontational situation in which the restraints,
customs, laws, rules, etc. of ordinary life are juxtaposed
with the freedom, emptiness and meaninglessness of
play. Players and spectators have to face the conflicts
that appear between them; but there are also conflicts
to face for the same person having been a spectator
before and being a player now. Makin Cake emphasises
References
1. Apter, M.J.: A Structural-Phenomenology of Play. In: Kerr, J.H.,
Apter, M.J. (eds.): Adult Play: A Reversal Theory Approach,
pp. 1330. Swets and Zeitlinger, Amsterdam (1991)
2. Biskind, P.: Easy Riders, Raging Bulls. How the Sex n Drugs
n Rock n Roll Generation Saved Hollywood, 10th ed.
Bloomsbury, London (1999)
3. Carolyn.: The 1940s Experiment Weight loss blog
losing 100 lb on wartime rations. Blog dated 14/10/2009,
http://1940sexperiment.wordpress.com/2009/10/14/applecrumble (2009)
com/discussion/231/bioshock-infinites-forced-baptism-hassparked-controversy-and-discussion/p1 (2013)
8. Heidegger, M.: Poetry, Language, Thought. Harper&Row,
New York (2001)
9. Huizinga, J.: Homo Ludens. A Study of the Play Element in
Culture. Beacon Press, Boston (1955)
10. Irrational Games Forums: The baptism controversy, http://
forums.2kgames.com/showthread.php?234121-The-baptism-
29. Slash, Bozza, A.: Slash, 6. ed. Harper Collins, London (2008)
controversy (2013)
203
Abstract
Recently we have witnessed increasing interest in
dynamic art forms in public areas using interactive art
installations. We find that funny games are mostly used
as the form of these design works, which often results
in a mismatch of artifacts and culture.
This paper describes the design process of an inter
active installation in the working environment. This
installation is designed to create sense of belonging for
employees in the Taicang industrial zone based on their
needs and local culture. We attempt to find out the
elements which can influence the form of interactive
art installation through this process to remove the
mismatch.
Keywords
Interaction design, working environment, interactive
installation.
1 Introduction
For centuries, design is always about form and function.
But where is the function when it comes to interaction
design. It is a bit different from many other kinds of
design such as industrial design. After the process of
using an industrial product we can say this work of
design is useful. However, can we say a interaction
device is very useful when we have just experienced it?
204
1.2 Stakeholders
What we want to achieve is to put valuable emotion
into interactive physical interface which we believe is
useful and this emotion may come from local culture.
Although employees in this working environment are
the group we want to design for we hope it is not only
useful for employees but other stakeholders. The
usability may be different to different stakeholders.
There are 3 main stakeholders groups: Taicang govern
ment, companies which has set its department office
or decide to invest in the Taicang industrial zone and
employees following by.
The Taicang government builds this zone as a platform
to attract hi-tech companies to boost the local econo
my to create more working opportunities and attract
more talents into this local community. They want it
to be charming and energetic.
These hi-tech companies which are characterized as
innovation, communication and creating values set their
branches here to look for more opportunities to
cooperate with other companies in this zone. They also
want to absorb professional people in Taicang because
the government has ability and resources to
cooperate with many universities to introduce out
205
Fig. 5. Prototype
Design and semantics of form and movement
207
3. Conclusion
From the whole process of design thinking and practice,
we find the form of the work of interaction design still
follows the function, no matter the physical interface,
the structure of scenery or the design of interactive
behavior. The function of interactive design which is
mentioned above cannot be judged just by the process
of use. Whether the emotional needs of stakeholders
can be satisfied by the interactive system is the criteria
for function. The employers hope the staff of their
company to be more efficient, which can be satisfied by
the system even without using it. We can say it is useful
for them. Designers just provide the platform for them,
and the way to realize the function is designed by users.
The platform is based on the research and analysis
of the need. Sometimes we need to study the deep
structure of local culture which nurtures the user group
to make the platform unique and cannot be applied in
other countries. After this process, we conclude that
patina of culture is the key to determine the form and
style of this interactive installation. Of course, more
work needs to be done to identify more of these
elements and organize them into a clear structure.
References
1. Zhang, Y., G. Jing, J. Frens, M. Funk, K. Kang, Q. Dong, Y.
Wang, F. Wang and M. Rauterberg (2013), Learning from
traditional dynamic arts: elements for interaction design, in
Culture and Computing 2013, Kyoto, Japan.
2. David W. McMillan and David M. Chavis, Journal of
Community Psychology Volume 14, January 1986 Sense of
Community: A Denition and Theory.
3. Sherif, M., Harvey, O. J., White, B. J., Hood, W. R., & Sherif,
C. W. (1961), Intergroup Conflict and Cooperation: The
Robbers Cave Experiment.
4. Hu, J., et al., Paticipatory Public Media Arts for Social
Creativity, in Culture and Computing. 2013: Kyoto.
5. Wang, F., J. Hu, and M. Rauterberg, New Carriers, Media and
Forms of Public Digital Arts, in Culture and Computing 2012,
Springer-Verlag Berlin Heidelberg: Hangzhou, China.
208
Dan Gao, Hanqi Zhang, Yawei Yin, Yiyi Zhang, Miaosen Gong
School of Design, Jiangnan University, 1800 Lihu avenue, Wuxi, China
zhanghanqiq@126.com
Abstract
Evgo is an actual tour service system based on
connecting different scenic spots among Taihu National
Tourist Resort, aiming at lightening the tourists burden
and optimizing touring experience. The system offers
several services, including booking cars and touring
projects online, navigation on the route, finding
companions, sharing information, etc. By offering these,
the information framework of the scenic spots shall
be enriched by the tourists themselves, and to a large
degree, it not only makes the travel more convenient,
but also increasing visiting people by connecting scenic
spots in series. At the same time, electric vehicle (EV)
also fit the theme of travelling green.
Keywords
Electric vehicle; information platform; tourist resort
209
3 Solution development
Application: Mobile application is an important part of
the service system, such as the function of payment,
unlock, as well as sharing experiences will give visitors
an unprecedented feeling. Before the start of the trip,
visitors can scan the two-dimensional code on the
vehicle to complete online reservation, payment and
other projects. Then a message will be sent to tourists
phone to inform the electric key number through NGC
technology unlock. The wonderful experience recorded
by phone on the journey can also be synchronized to
the vehicle platform to share.
Cloud platform: The vehicle platform as a cloud
platform features to help visitors get more information
about scenic spots in the form of dynamic information,
offer road navigation, as well as to share experience
with friends. Visitors choose their favorite photos to
share, and the photos can provide references for others
visitors to organize their own travel plans.
5 Acknowledgement
We thank to all colleagues and teachers who give
supports during the projects and its partly supported
by Xin Dayang electric vehicle company. Its partly
supported by Ministry of Education Humanities and
Social Science Youth Fund (11YJC760018).
Reference:
1. Xin Zheng. Development of business models with Internet
of Things[D]. Beijing:Beijing University of Posts and
Telecommunications, 2011. 20-36
Joep Frens1, Mathias Funk1, Jun Hu1, Shengxiong Zhang2 , Kai Kang2 , Feng Wang2
1
Abstract
Designing for different cultures is a mandatory discipline
of Industrial Design in our modern, globalized world.
We observe that this has a first world touch most of
the time: industrialized countries designing for less
developed countries, where the design is often only
executed and products are manufactured. This results in
a clear mismatch of artifacts and culture. In this paper,
we present the results of a workshop on designing for
cultures and introduce the concept of the Interactive
Patina of Culture as a different take on this. This more
balanced concept spans from designer and the process
of designing to the resulting designs and products.
The concept is backed by our field exploration during
the workshop where designers of two cultures meet
and jointly realize the Interactive Patina of Culture in
several products.
Introduction
The concept of Interactive Patina of Culture is a concept
in the space between cultural studies, experience design
and human-computer interaction. It is one way to
understand recent globalization in design, namely not in
terms of cross-cultural design as a one-fits-all formula,
but instead as a set of different designs centered
around a common rationale, but rooted in different
cultural contexts. At the same time, patina conveys
the understanding that time and use of artifacts will
result in ageing, in becoming closer to the person and
211
The workshop
213
References
Conclusion
Looking back at the starting point of the workshop and
the results that it yielded we feel that we can further
elaborate the concept of Interactive Patina of Culture.
The execution of the workshop taught us very valuable
lessons both on our own motives, the group process
and the concept of IPC itself. In retrospect we recognize
in the challenge a mechanism to cooperate between
cultures. In line with Trotto we see the value of making
together [2], of designing together as a mechanism to
generate respect and thus create a fertile ground for
further cooperation. However, we also identify that we
build our workshop on the implicit recognition of the
unique identity of different cultures: the Chinese culture
knows different artifacts and customs than the Dutch
culture does. Although these differences have always been
meaningful to us the present consumption, society and
also design seems not to recognize these values anymore.
True cultural fit with its side-effect diversity stands in the
way of efficient progression and monetization it seems.
Our next step is to take the concept of IPC into the
direction of culturally inspired design for diversity and we
take further inspiration from the traditional artifacts that
are strongly embedded in culture. Here we take cues from
Sennetts concept of craftsmanship [3] and see the IPC as
a value-based approach for cultural design that takes the
cultural rooting of maker, the process of making and the
designed artifact as the major driver of the design process.
Culture is not the goal, but the starting point of design.
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Acknowledgement
PHOTO: JUN HU
ISBN 978-90-386-3462-3
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