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  • 1.
    Davoli, Lorenzo
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    Kuenen, Christoffel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    New participative tools require new foundations2013Inngår i: 10th European Academy of Design Conference - Crafting the Future Göteborg April 17th - 19th, 2013 / [ed] EAD, 2013Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The radical changes of our environment under the influence of information technology require an adaptive approach between programmers and designers to enable lay participation and interaction with it. Satin is an application builder for mobile devices that enables end-users without programming skills to create and share their own apps (http://www.satinproject.eu/). Using shortcomings discovered in its design and development as a basis, we use the foundational principles and process behind the design of the Satin interface to illustrate that apart from following user centered design, designers also need to consider the constraints and influences of the design space they operate within. When designing a product, the systems and paradigms within which designers act, in this case information infrastructure and work practices, inevitably affect the solution space in which the final designs and products will be searched for. This often results in a limited impact or intelligibility of the initial goals. The design of innovative, collaborative user centered solutions requires designers to work not only on the final product, but also to challenge and evolve the foundations and underlying infrastructures that determine the possibilities of that specific design space. We conclude the paper by emphasizing the need for development of ways of working on the design of interactive systems that are informed by a holistic stance based on day-to-day experience and behavior as a guiding principle for technological development.

  • 2.
    Dijk, van, Jelle
    et al.
    Eindhoven University of Technology.
    Moussette, Camille
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    Kuenen, Christoffel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    Hummels, Caroline
    Eindhoven University of Technology.
    Radical Calshes: What Tangible Interaction is Made of2013Inngår i: Proceedings of the 7th International Conference on Tangible, Embedded and Embodied Interaction - TEI '13, Association for Computing Machinery (ACM), 2013, s. 323-326Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Driven by a critique of Ishii et al’s recent vision of Radical Atoms we call for a debate on the different conceptual paradigms underlying the TEI community and its activities. TEI was initiated to share and connect different perspectives, but we feel conceptual debate is lacking. To fuel this debate, we start with comparing two paradigms by examining the Radical Atoms proposal and balance it from our design-led perspective. Our aim with this paper is to revive the richness of TEI’s multidisciplinary approach.

  • 3.
    Kuenen, Christoffel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    Mediating group experiences: designing the in-between2015Inngår i: TEI '15 Proceedings of the Ninth International Conference on Tangible, Embedded, and Embodied Interaction, New York: ACM Digital Library, 2015, s. 441-4444Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In this paper I present ongoing design research that explores mediating group experiences. The objective of the paper is to introduce subject matter and design research approach, to provide material for an in depth discussion of challenges.

    Several research designs are presented that yield insight in theoretical and conceptual aspects of remote group interactions. Themes emerging from them concern the concept of embodiment, in particular regarding the conceptualization and expression of groups through the mediating system, as well as embodiment of the system for the individual, in the sense of both incorporation and extension of action-perception capacities. To further articulate and express such themes, ongoing and proposed research is presented. Difficulty is brought forward in bringing the various research designs together as one body of work, particularly in relation to theoretical framework, related work and ultimately articulating contributions.

  • 4.
    Kuenen, Christoffel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    The Practice Of Constructive Design Research2014Inngår i: Design's big debates pushing the boundaries of design research, DRS 2014, Umeå, Sweden: Umeå Institute of Design, Umeå University , 2014, s. 87-Konferansepaper (Fagfellevurdert)
    Abstract [en]

    People practicing constructive/experimental/ practice-led/etc. design research come from a range of different academic traditions, which leads us to argue in certain ways, look for support in different places, and format and disseminate our work towards particular audiences. Such contextual factors might be the cause of some of the issues we struggle with in our work, while at the same time they obfuscate the ‘real’ foundational issues in the kind of design research we practice. When we look to current discourse concerning constructive design research, much attention seems to be given to positioning and justifying of the work in various contexts. What seems to be less exposed are foundational issues relating to how the practice unfolds, the kinds of issues that are tackled and by what means this is done. In this debate, four design researchers from various backgrounds will lead the discussion to uncover some of these issues. The debate will be fueled and framed with short video quotes from well and lesser known design research practitioners.

    http://www.drs2014.org/en/presentations/the-practice-of-constructive-design-research/

  • 5.
    Kuenen, Christoffel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan. Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Transformatie gedreven door Techniek2013Inngår i: Nederlands Tijdschrift voor Geneeskunde, ISSN 0028-2162, nr 157, artikkel-id A7063Artikkel i tidsskrift (Annet (populærvitenskap, debatt, mm))
    Abstract [nl]

    De bionische mens vertegenwoordigt onze droom van bovenmenselijke krachten.

    Delen van die droom worden op dit moment al verwezenlijkt door kunstmatige systemen die ons motorische of zintui- gelijke vermogen ondersteunen, vergroten of verrijken.

    De aansluiting van die systemen op het lichaam verschillen in invasiviteit.

    De ontwikkeling van prothesen en orthesen wordt gedreven vanuit wetenschap maar met name ook vanuit de mili- taire industrie, en heeft een overwegend technische benadering. 

  • 6.
    Kuenen, Christoffel
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    Redström, Johan
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    The wickedness of design research practices: Methodological issues in bringing knowledge to expression through design2013Inngår i: Proceedings of the 5th International Association of Societies of Design Research Conference 2013, IASDR'13: “Consilience and Innovation in Design”, 2013Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In this paper we review existing literature in design research to see to what extent it provides a basis for meeting the methodological challenges that we encounter in our own practice- based design research. Seemingly, much attention is given to describing the results and types of knowledge that design research may provide, the purposes those may serve and by what yardsticks those results may be evaluated. Another focal area seems to be the form(-ats) in which the results of design research are presented and disseminated. What is often missing, however, are detailed accounts of the roles that design practice plays that can be picked up and used by others doing design research. This is unfortunate, as it is often such methodological structures that we struggle with. The emergence of ‘design research practices’ entails something more than mere combinations of design practice and academic research. Research typically has the objective of knowledge production; practice has the objective of creating the right thing by solving a set of problems. Considered a ‘new’ kind of design practice, design research practice seems to be more about problem finding through the design and creation of things that bring knowledge to expression. Thus, the process by which it achieves this must be uncovered and articulated. 

  • 7.
    Kuenen, Stoffel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Aesthetics of being together2018Doktoravhandling, monografi (Annet vitenskapelig)
    Abstract [en]

    Design deals with matters of aesthetics. Historically, aesthetics in industrial design refers to the designed artifact: aesthetics of objects. When designed artifacts include digital technologies, aesthetics in design refers to what happens between people and artifacts as well: aesthetics of interaction. Now that these artifacts increasingly mediate our social lives, what aesthetics in design quite obviously also refers to, is what happens between people.

    This dissertation proposes an aesthetic of being together, as a necessary addition to current notions of aesthetics in interaction design practice, when it engages with digital systems that are part of people’s social life. It does not answer the question what Aesthetics is in general, instead it examines the work that particular notions of aesthetics do in interaction design practice.

    The practice based design research assembled in this dissertation starts from current notions of aesthetics in interaction design to explore the social experiences that mediated interactions between groups of people offer. What I found, through designing digital systems, is that current notions of aesthetics in interaction design are not conducive to addressing the kind of social experience people have with such systems. On the contrary, current notions actually inhibit interaction design to approach any experiences that cannot in the first place be conceived of as useful in terms of instrumental task performance. Yet, being social is hardly like performing a task or using other people in that sense.

    An aesthetic of being together is a proposition of a different fundament for interaction design practice. In addition to referring to properties of things and qualities of interacting with things, it refers to the kind of relations that come to expression between people interacting with each other with these things. Consequently, interaction design needs to resolve basic issues in what it considers and brings to expression, i.e. people’s relations with things and people at the same time. This requires (re-) considering what the designed thing is, what interaction is about and what the role of design is in bringing those to expression.

    My work contributes to the field of interaction design research an example of how, through practice, fundamental issues can be addressed. By orienting one set of concepts, ways of working and objectives into a different design situation, tensions built up that exposed foundational issues with that frame of reference, while pointing to the different fundaments needed to enable design practice to engage such situations.

    The results of the practical experimentation led to the articulation of a series of structural mechanisms of mediating systems.  These mechanisms provide material handles for interaction designers on how experiences of being present with others take shape. They configure the relations of artifacts and people in different ways than current notions of aesthetics afford. This theoretical investigation is then synthesised in the form of a new logic of expression for interaction design practice: an aesthetic of being together.

  • 8.
    Lévy, Pierre
    et al.
    Eindhoven University of Technology, Industrial Design.
    Kuenen, Christoffel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    Overbeeke, Kees
    Eindhoven University of Technology, Industrial Design.
    Uchiyama, Toshiaki
    University of Tsukuba, Japan.
    Yamanaka, Toshimasa
    University of Tsukuba, Japan.
    Ohlala: Content-completeness, communication and emotional experience2011Inngår i: Diversity and Unity: proceeding of the International Association of Societies of Design Research Conference 2011, IASDR'11 / [ed] N.F.M. Roozenburg, L.L. Chen,P.J. Stappers, 2011Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Among other explorations, the field of telepresence technology has looked at ways to create a feeling of telepresence based on the transfer of minimal information. On this topic, the Cololo project has taken an extreme position by proposing the experience of 1-bit communication.

    Based on the observation of Cololo in use, it is shown that content is not necessary to trigger an emotional experience. This paper introduces a novel dimension to be taken into consideration in communication technology: the content-completeness dimension, ranging from non-content to hyper-content. Furthermore, we built the Ohlala framework, aiming to explore the content-completeness dimension. Based on Ohlala, by way of a research through design, we intend to explore further the relations between this dimension on communication and emotional experience.

  • 9.
    Moussette, Camille
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    Kuenen, Christoffel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    Israr, Ali
    Designing haptics2012Inngår i: Proceedings of the Sixth International Conference on Tangible, Embedded and Embodied Interaction, New York: ACM Press, 2012, s. 351-354Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This studio proposes to tangibly explore the world of haptics to develop a greater understanding and sensitivity to this emerging field. The first part of the studio focuses on general knowledge about haptics, haptic and multimodal perception in humans, and key advances in actuator and sensor technologies to develop haptic interfaces. Numerous demos and testing platforms will be available to relate discussions with real haptic sensations. The second part of the studio aims to explore the various challenges and difficulties in designing haptic interfaces by directly building and sketching in hardware haptic interfaces. Participants will be invited to build their own haptic interfaces from various actuators, sensors and other building blocks. The studio aims to bridge the fields of haptics and design, and investigate various prototyping tools and approaches that can best support haptic design activities.

  • 10.
    Peeters, Jeroen
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik. Interactive Institute Swedish ICT .
    Kuenen, Christoffel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    Trotto, Ambra
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet. Interactive Institute Swedish ICT .
    Hummels, Caroline
    Department of Industrial Design at Eindhoven University of Technology, Netherlands.
    Diffract Me!: using a Skills-Based Approach in Design Practice2014Inngår i: KEER2014: Proceedings of the 5th Kanesi Engineering and Emotion Research / [ed] Simon Schütte, Pierre Levy, Linköping: Linköping University Electronic Press, 2014, s. 313-328Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The potential of skills in design is intriguing; as skills open up new perceptions of the world they allow meaning to arise as we engage with the world. Several skills-based techniques that leverage this potential have been developed, and integrated into the Designing in Skills framework. The framework builds on personal engagement of designers in their practice, and promotes them to take a first-person perspective, enabling designs to be enriched with meaning. In this paper, we present the most recent workshop based on this approach, which specifically focuses on employing the Designing in Skills framework as a starting point and catalyst for design practice. We briefly introduce the Designing in Skills framework and present the DiffractMe! project in which we built on this approach to explore its potential for design practice. We conclude with reflections on the process and result by the involved designers. These reflections offer insights into the value of this approach for enriching interactive design with experiential qualities. 

  • 11.
    Peeters, Jeroen
    et al.
    RISE Interactive.
    Kuenen, Stoffel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    Trotto, Ambra
    RISE Interactive.
    Unveiling the Expressivity of Complexity: Drifting in Design Research2017Inngår i: Proceedings of the Conference on Design and Semantics of Form and Movement: Sense and Sensitivity, DeSForM 2017 / [ed] Miguel Bruns Alonso and Elif Ozcan, INTECH , 2017, s. 309-324Konferansepaper (Fagfellevurdert)
    Abstract [en]

    Design research is regarded to be a mode of inquiry particularly suited to engage with complex topics. In our work, we are interested in unpacking the complexity at the heart of an embodied aesthetic experience. In this article, through our digital and physical artefacts and a methodological reflection, we illustrate an ongoing design research project that a multi-disciplinary team of interaction designers, professional dancers, software developers, artists and 3D modelling experts are carrying out to develop insights on how to understand this complexity and how to use such insights as inspiration for interaction design-related projects. By embracing combinations of design, new technologies and simple visualisation tools, the project investigates the complex and hidden expressivity embedded in the skills of dancers in a programmatic design research approach. This investigation leads to insights on different levels. Firstly, cycles of formulation, realisation and reflection on design programs express parts of this complexity and this lets new research interests emerge. Secondly, as a body of work, reflecting on these cycles exposes how our “drifting” within this programmatic approach has started to unveil the complexities inherent in our research program. In this article we aim at contributing to the growing understanding of what designerly ways of knowing might be and how a practice aimed at expanding and contributing such knowledge unfolds.

  • 12.
    Peeters, Jeroen
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik. Interactive Institute Swedish ICT.
    Trotto, Ambra
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet. Interactive Institute Swedish ICT.
    Kuenen, Stoffel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    Mocap tango: traces of complexity2016Inngår i: Proceedings of Tenth International Conferencee on Tangible Embodied and Embedded Interaction, New York: Association for Computing Machinery (ACM), 2016, s. 545-550Konferansepaper (Fagfellevurdert)
    Abstract [en]

    In this paper, we report on an ongoing design research project MoCap Tango. Tango is a form of partner dancing in which two bodies sense each other in a dynamic, physical dialogue that is known for its subtle complexities, beauty and intimate experience. In MoCap Tango, we explore how we can use our skills as designers to highlight and unravel these embedded qualities and use them as inspiration in designing interactions. Using an optical Motion Capture System and custom-made passive markers, the movements of two world-class tango dancers are visualized in real- time. We present our motivation for this project, describe the first prototype and conclude with reflections on what this prototype revealed in terms of design opportunities and its relevance for the TEI community. 

  • 13.
    Stienstra, Jelle
    et al.
    DQI, Department of Industrial Design Eindhoven University of Technology The Netherlands.
    Bruns Alonso, Miguel
    DQI, Department of Industrial Design Eindhoven University of Technology The Netherlands.
    Wensveen, Stephan
    SPIRE, Mads Clausen Institute University of Southern Denmark.
    Kuenen, Christoffel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Institutionen Designhögskolan.
    How to Design for Transformation of Behavior through Interactive Materiality2012Inngår i: Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design, ACM New York, 2012, s. 21-30Konferansepaper (Fagfellevurdert)
    Abstract [en]

    This paper presents a design approach tackling the transformation of behavior through ‘interactive materiality’ from a phenomenological perspective. It builds upon the Interaction Frogger framework that couples action to reaction for intuitive mapping in intelligent product interaction. Through the discussion of two research- through-design cases, the augmented speed-skate experience and affective pen, it highlights the opportunities for design of an action-perception loop. Consequently, an approach is suggested that defines three steps to be incorporated in the design process: affirming and appreciating current behavior; designing continuous mapping for transformation; and fine-tuning sensitivities in the interactive materiality. Thereby, it discusses how behavior transformation through interactive materiality derived from a theoretical level, can contribute to design knowledge on the implementation level. The aim of this paper is to inspire design-thinking to shift from the cognitive approach of persuasion, to a meaningful and embodied mechanism respecting all human skills, by providing practical insights for designers. 

  • 14. Teixeira, Fabio
    et al.
    Batista, Claudia Regina
    Trotto, Ambra
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet. Interactive Institute Swedish ICT.
    Kuenen, Christoffel
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Designhögskolan vid Umeå universitet.
    da Silva, Claudio Henrique
    do Valle Filho, Adhemar Maria
    The Intuitive Human Interaction to Activate the Wetsuit Heating System2016Inngår i: HCI International 2016: Posters' Extended Abstracts : 18th International Conference, HCI International 2016 Toronto, Canada, July 17–22, 2016 Proceedings, Part II, Springer, 2016, s. 546-551Konferansepaper (Fagfellevurdert)
    Abstract [en]

    The design process to create a wetsuit with heating system is shown in this paper. The wetsuit concept was inspired by characteristics of amphibians, so it was proposed a product that provides freedom of movement and adaptability into several environments. An intuitive interface without buttons or display based on human body language was created to activate the heating system of a wetsuit.

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