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  • 1.
    Hummels, Caroline
    et al.
    Eindhoven University of Technology.
    Trotto, Ambra
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet.
    Civic forges: weaving neighbourhoods2014Bok (Övrigt vetenskapligt)
    Abstract [en]

    Our society is faced with a number of major challenges. Critical matters like financial tension, pollution, and safety and health issues prove to be difficult to solve with just one simple answer. In many cases these major challenges cannot be unravelled by traditional means and solutions, but require a radical approach to move towards a more sustainable and balanced society.

    To reach a new equilibrium we need to confront today’s challenges by exploring new ways of thinking and working. By doing so, it is necessary to develop new frameworks, methods, and tools in order to come up with new systematic designs, which create opportunities to transform our society. 

  • 2.
    Hummels, Caroline
    et al.
    Eindhoven University of Technology.
    Trotto, Ambra
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet. Interactive Institute Swedish ICT.
    Designing in skills studio2014Ingår i: Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction (TEI ’14), 2014, s. 357-360Konferensbidrag (Refereegranskat)
    Abstract [en]

    The Designing in Skills Studio provides a framework and tools to address the theme of collaboration in a design process, applying the theories of embodiment and skilful coping. Each participant will collaborate with the others in order to explore one of his perceptual-motor skills, and find out how this skill shapes his sensitivity and can contribute to a richer shared design process and outcome. The studio aims at creating the stage for reflecting on the impact of embodiment on cooperation, and based on these insights, discussing and initiating the development of new ways of tangible and embodied interaction for multi-stakeholder cooperation in the future.

  • 3. Jaasma, Philemonne
    et al.
    Smit, Dorothe
    van Dijk, Jelle
    Latcham, Thomas
    Trotto, Ambra
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet. Interactive RI.SE ICT, Umeå, Sweden .
    Hummels, Caroline
    The Blue Studio: Designing an Interactive Environment for Embodied Multi-Stakeholder Ideation Processes2017Ingår i: Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction (TEI'17), New York: Association for Computing Machinery (ACM), 2017, s. 1-10Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper describes the process of designing the Blue Studio: an interactive space for embodied multi-stakeholder ideation processes. Inspired by embodied sensemaking the way people make sense of things through external expression and interaction with other people we iteratively designed material, interactive and spatial interventions in the Blue Studio and evaluated them with multi-stakeholder participants in various studies. Thereupon, we analyzed the impact of the design interventions, based on the seven principles to design for embodied sensemaking and highlighted opportunities for refining our interactive space for embodied ideation. Based on the insights gained, a final design of the Blue Studio was realized and evaluated on functionality.

  • 4.
    Jaasma, Philémonne
    et al.
    Department of Industrial Design, Eindhoven University of Technology.
    Trotto, Ambra
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet. Interactive Institute Swedish ICT.
    Hummels, Caroline
    Eindhoven University of Technology.
    Irresistible brushes or open stickies?: bodystorming vs. brainstorming2014Ingår i: Proceedings of Design Research Society Conference, DRS 2014, 2014Konferensbidrag (Refereegranskat)
    Abstract [en]

    What is the effect of skilful coping in multi-stakeholder co-design activities? During a 2 months research-through-design project, we explored the potential and the effect of bodystorm techniques in comparison with more commonly used brainstorm techniques. Would bodystorm techniques have the potential to increase people’s level of engagement or even the quality of the outcome of the co-design process?

    In two separate co-design workshops, we invited residents of the neighbourhood Vaartbroek in Eindhoven, employees from the housing cooperative Woonbedrijf and civil servants from the Municipality of Eindhoven to generate ideas and initiatives for creating a self-empowered community. 

  • 5.
    Marti, Patrizia
    et al.
    University of Siena.
    Peeters, Jeroen
    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.
    Ethics and aesthetics: experiencing women rights2015Ingår i: Design and semantics of form and movement: Proceedings of the 9th International Conference on Design and Semantics of Form and Movement, 2015, s. 339-341Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper, we describe an interactive exhibition entitled Ballade of Women that explored perspectives on women’s rights. The installation was designed as an immersive experience aimed at engaging visitors to trigger meaningful and personal reflections on women’s rights. Visitors moved through a dynamic environment, where they experienced three themes: violence, emancipation and self-determination, represented by three artworks. Digital representations of the three paintings were fragmented in moving panels. The movement of the panels was determined by the movement and presence of visitors as well as by the input received by online communities discussing the topic of the exhibition. The installation created awareness, and stimulated reflection through a bodily involvement, demonstrating how complex and controversial taking a position on such topics can be. The experience concurred in stimulating and reinforcing a reflection on their relevance, complexity and universality.

  • 6.
    Marti, Patrizia
    et al.
    Communication Science Department, University of Siena.
    Peeters, Jeroen
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik. Forskningsinstitutet Interactive Institute Swedish ICT.
    Trotto, Ambra
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet. Forskningsinstitutet Interactive Institute Swedish ICT.
    Tittarelli, Michele
    Communication Science Department, University of Siena.
    True, Nicholas
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik.
    Papworth, Nigel
    Forskningsinstitutet Interactive Institute Swedish ICT.
    Hummels, Caroline
    Department of Industrial Design, Eindhoven University of Technology.
    Embodying culture: Interactive installation on women’s rights2015Ingår i: First Monday, ISSN 1396-0466, E-ISSN 1396-0466, Vol. 20, nr 4, artikel-id 6Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The paper describes an interactive installation exploring perspectives on women’s rights, triggering visitors’ personal reflections through an immersive experience. Starting from the life histories of the women depicted in three paintings from fifteenth, sixteenth and seventeenth century, we explored three themes: emancipation, self-determination and violence. In the installation, representations of these three paintings were fragmented into panels, floating in the space suspended from a self-standing structure. On these elements, both the original painting and a writhing of visual material were dynamically displayed using a projector. The presence and movement of visitors in the room was tracked by means of a Kinect™ camera and influenced both the position and movements of the panels. A software crawler monitored discussions and debates on social networks. The intensity of these discussions was reflected in the movements of the panels and the content of the projections. The purpose of this interactive installation is to engage visitors in composing a harmonious picture of the complex domain of women’s rights. The experiential form confronts visitors with the opinions of other people debating the theme worldwide. The installation was the outcome of a craft-inspired learning module, grounded on constructivism and reflective practice.

  • 7.
    Marti, Patrizia
    et al.
    University of Siena.
    Trotto, Ambra
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet. Interactive Institute Swedish ICT.
    Peeters, Jeroen
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik. Interactive Institute Swedish ICT.
    Hummels, Caroline
    Eindhoven University of Technology.
    Instilling cultural values throgh bodily engagement with human rights2013Ingår i: Proceedings of Conference of Human Computer Interaction Italy, 2013Konferensbidrag (Refereegranskat)
    Abstract [en]

    The paper presents vision, approach and outcomes of “Light through Culture”, an international design school that aims at weaving, through design, innovative technologies and culture into a new canvas for making and thinking [6]. In this paper we present the second edition of the school that explored the theme of human rights and designed ways of eliciting the experience of their violation, with the realization of an experiential path through five interactive spaces, in an exhibition called “Experiencing Human Rights”. The students built this interactive path to elicit a rich experience and unfold new opportunities for meaning to be elaborated by visitors. Story telling was used, as a way of creating a holistic experience that was not just based on the narration of facts but also exploited feelings and deep cultural values through embodied interaction. Based on the student’s craftsmanship and their different cultural and educational backgrounds, they opened up a reflection on human rights, both in their own process, as well as for the visitors during the exhibition. The students’ learning activity held Making in its core, and students were encouraged, through cycles of reflection-on-action, to develop their personal point-of-view, take responsibility for it and present the designed exhibition to the visitors, to invite them to be bodily engaged, reflect and take their own point-of-view. 

  • 8.
    Papworth, Nigel
    et al.
    Interactive Institute Swedish ICT.
    Marti, Patrizia
    University of Siena.
    Trotto, Ambra
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet. Interactive Institute Swedish ICT.
    Peeters, Jeroen
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik. Interactive Institute Swedish ICT.
    Ballade of women: the expedition2014Ingår i: Proceedings of the third International Symposium on Pervasive Displays, 2014Konferensbidrag (Refereegranskat)
    Abstract [en]

    This video illustrates the exhibition “Ballade of Women” that took places in Siena at the Fondazione Monte de’ Paschi in June 2014. The exhibition is, and elicits, a reflection on women’s rights: self- determination, emancipation and habeas corpus. It is an exploration on how these themes are represented and perceived in a dialogue between materiality and online content. The exhibition contains an interactive installation, which plays with the concept of fragmentation. It shows how complex and articulated such themes are. This it achieves by actively engaging visitors in a dynamic visual and auditory conversation. The video [1] documents the complete experience of the exhibition. 

  • 9.
    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 Practice2014Ingår i: KEER2014: Proceedings of the 5th Kanesi Engineering and Emotion Research / [ed] Simon Schütte, Pierre Levy, Linköping: Linköping University Electronic Press, 2014, s. 313-328Konferensbidrag (Refereegranskat)
    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. 

  • 10. Peeters, Jeroen
    et al.
    Papworth, Nigel
    Glaser, Pernilla
    Collevecchio, Carla
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet.
    Betancour, Ana
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet.
    Trotto, Ambra
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet. RISE Interactive.
    No Man is an Island. Situated Design Research and Wicked Impact2017Ingår i: The Design Journal, ISSN 1460-6925, E-ISSN 1756-3062, Vol. 20, s. S3354-S3367Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    In this paper, we describe the research-through-design process that led to the realization of the interactive exhibition Charged Utopia that took place in August 2016 at the Norrbyskars Museum. The design leveraged embodiment and active perception: visitors could activate the content by physically engaging with the space. These interactions were intended to trigger personal reflections on social coexistence, its paradoxes and challenges. The paper guides through the research-through- design process, from initial design direction and their theoretical grounding, to the design process and final event. The paper contributes with a reflection on the "wicked impact" of the event, suggesting that it is of relevance for design researchers that deal with societal issues, to discuss and expose the effects of their practice beyond immediate results.

  • 11.
    Peeters, Jeroen
    et al.
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik. Interactive Institute Swedish ICT.
    Trotto, Ambra
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik. Interactive Institute Swedish ICT.
    Reflections on Designing for Aesthetic Engagement2015Ingår i: Proceedings of the 2nd Biennial Research Through Design Conference, 2015, s. 1-16Konferensbidrag (Refereegranskat)
    Abstract [en]

    Recently, there has been a clear shift in the Interaction Design community towards the design for engagement as opposed to more traditional ideals of efficiency and functionality. Our work explores how to design for aesthetic engagement in interaction; building on an approach founded on phenomenology, embodiment, pragmatist aesthetics and embodied cognition. In this paper, we present four different research through design projects we have undertaken, in which we leveraged this approach. These designs cover a wide range of contexts, scales and use. Together, they describe and open up a design space: each of the projects provides rich, aesthetic experiences that respect complexity and ambiguity. They entice people to engage with body and mind, where meaning arises in dialogue with the artifact. We present and critically reflect on these projects in the form of an annotated portfolio. Comparing and contrasting the project results reveals insights into our overall approach and research interest regarding how to design for engagement. We conclude with opportunities that these reflections offer for the design of engaging interactions. Furthermore, we expand on the implications that these reflections suggest towards further trajectories of practice-based research into such experiences.

  • 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 complexity2016Ingår i: Proceedings of Tenth International Conferencee on Tangible Embodied and Embedded Interaction, New York: Association for Computing Machinery (ACM), 2016, s. 545-550Konferensbidrag (Refereegranskat)
    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.
    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.
    Hummels, Caroline
    Eindhoven University of Technology.
    Papworth, Nigel
    Interactive Institute Swedish ICT.
    Touchme!, diffractme!2014Ingår i: Proceedings of Design Research Society Conference. "Design's Big Debates", 2014Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this poster we present an engaging, interactive lighting installation entitled DiffractMe!. The design process for DiffractMe! was based on skill-based techniques, aiming to extract subtle yet profound experiential qualities from everyday perceptual motor-skills, in order to design and build engaging interactions. The installation consists of a frame and two interaction columns. The frame houses moveable transparent prisms, Rendering a complex and colourful light projection. Each interaction column features a transparent surface that visitors can manipulate, using their hands. These movements influence the movement of the prisms, and provide a type of force-feedback to the other interaction surface. This allows us to explore the qualities of engagement in this design on three levels: Firstly, visitors engage with the installation themselves, through a subtle, haptic interaction that allows them to play with light diffraction. Secondly, visitors at one installation engage with each other, in a subtle, haptic dialogue that makes them aware of, and involved in, each other’s movements. Thirdly, the dynamic and colourful light projection has a profound effect on the space surrounding the installation, enticing and engaging passers-by to become involved. 

  • 14. Peeters, Leroen
    et al.
    Trotto, Ambra
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet. RISE Interactive.
    Designing Expressions of Movement Qualities2018Ingår i: DIS '18: Proceedings of the 2018 Designing Interactive Systems Conference / [ed] Koskinen, Ilpo; Lim, Youn-kyung; Cerratto-Pargman, Teresa; Chow, Kenny; Odom, William, Association for Computing Machinery (ACM), 2018, s. 679-690Konferensbidrag (Refereegranskat)
    Abstract [en]

    Tango is a form of partner dancing in which two bodies sense one another, and move accordingly, in a dynamic, physical dialogue that is known for its subtle complexities, beauty and intimate experience. In MoCap Tango, we explore how we can build on our skills as designers to highlight and unravel these embedded qualities and use them as inspiration in designing interactions. In this pictorial, we invite the reader to actively participate in the designerly engagement that turns objective data into subjective expressions; highlighting the qualities embedded in the movements of professional dancers.

  • 15.
    Smit, Dorothé
    et al.
    Eindhoven University of Technology.
    Oogjes, Doenja
    Eindhoven University of Technology.
    Goveia De Rocha, Bruna
    Eindhoven University of Technology.
    Trotto, Ambra
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet. Interactive Institute Swedish ICT.
    Hur, Yeup
    Eindhoven University of Technology.
    Hummels, Caroline
    Eindhoven University of Technology.
    Ideating in Skills: developing Tools for Embodied Co-Design2016Ingår i: PROCEEDINGS OF THE TENTH ANNIVERSARY CONFERENCE ON TANGIBLE EMBEDDED AND EMBODIED INTERACTION (TEI16), New York: Association for Computing Machinery (ACM), 2016, s. 78-85Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper, we show the development of the Ideating in Skills (IiS) toolset: an embodied design tool aimed at supporting co-design processes. The iterative process of developing the toolset was carried out by students. They worked individually at first, exploring their own skills and moods through movement, visualisations and poetry. These explorations were translated into objects that were able to communicate and connect with each other. In each iteration, the design of the qualities of these connections was based on the findings of the previous explorations. After several individual and team-based iterations, a final toolset was collaboratively created and evaluated in various short design sessions. Based on the potential of the first version of the toolset, a second version was created that is currently used and tested in one-on-one settings all over the world and in multi-stakeholder settings in a creative hub in Sweden.

  • 16. 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 System2016Ingår 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. 546-551Konferensbidrag (Refereegranskat)
    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.

  • 17.
    Trotto, Ambra
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet. Interactive Institute Swedish ICT.
    On Making and other Froths2015Ingår i: Making and Thinking, ISSN 2002-0627, Vol. 12, s. 4Artikel i tidskrift (Övrig (populärvetenskap, debatt, mm))
  • 18.
    Trotto, Ambra
    Eindhoven University of Technology.
    Rights through Making: Skills for Pervasive Ethics2012Doktorsavhandling, monografi (Övrigt vetenskapligt)
  • 19.
    Trotto, Ambra
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet. Interactive Institute Swedish ICT.
    Fällman, Daniel
    Umeå universitet, Samhällsvetenskapliga fakulteten, Institutionen för informatik. Interactive Institute Swedish ICT.
    Shaping the Absence: An Architectural Perspective for Interaction Design2013Konferensbidrag (Refereegranskat)
    Abstract [en]

    Through the course Dense Spaces 2012—i.e. designing small, intelligent spaces such as elevators—carried out together with a group of architecture students at Umeå School of Architecture, Umeå University, Sweden, we report on, exemplify, and discuss how architectural theories, skills, and attitudes can come to complement and provide new food for thought for other design fields, including interaction design. We present the course, discuss some resulting spaces, and reflect on feedback from the participants. Then, we discuss some outcomes of the course that have broader implications. Unlike a more traditional technology-centered perspective, an architectural approach seems more prone to focus on designing what we term dynamic absence, i.e. design also concerned with what is not there. In a similar vein, an architectural approach also seems to address complexity by not fragmenting design challenges into smaller problems. The more holistic architectural attitude provides the opportunity to treat technology as a design material, along with the other architectural design materials the design situation offers, including structures, light, space, and absence. In this way, the architectural approach seems to shift the attention away from the design of representations and metaphors to instead focus on designing meaningful engagements in these spaces. 

  • 20.
    Trotto, Ambra
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet. Interactive Institute Swedish ICT.
    Hummels, Caroline
    Eindhoven University of Technology.
    Designing in Skills: Nurturing Personal Engagement in Design2013Ingår i: Proceedings of IASDR 2013, IASDR , 2013Konferensbidrag (Refereegranskat)
    Abstract [en]

    Potentialities of skills in design are intriguing. Skills open up new perceptions of the world, transform human understanding and engagement with the world itself. Our explorations suggest that leveraging existing designer's skills and training for new skills might remarkably contribute in designing for richness of meaning. We developed several skills-based techniques and validated them through a number of workshops. These techniques encourage participants to make before thinking, to reflect on the outcomes of making, and proceed by iterations of reflection-on-action. Also developed are techniques to increase the frequency of such iterations to minimize loss of meaning by abstraction, and techniques to foster depth of reflection. We organised these techniques into a framework, Designing in Skills (DiS). DiS nurtures personal engagement of designers, compelling a sense of responsibility; it supports designers toward what we call the "first-person perspective", enabling application of individual sensitivities. This paper presents firstly the motivation of our work and the surrounding theory. Subsequently, it introduces the framework and its development, using design cases that have led to its consolidation. It illustrates how DiS prepares for design practice and reflects on the theme of experiential richness.

  • 21.
    Trotto, Ambra
    et al.
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet. Interactive Institute Swedish ICT.
    Hummels, Caroline
    Department of Industrial Design, Eindhoven University of Technology.
    Engage me, Do!: Engagement Catalysers to ignite a (design) conversation2013Ingår i: Proceedings of DPPI 2013, September 3-5, Newcastle, Great Britain, 2013Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper reflects on the possibilities of embodiment and skilful coping to connect people and to catalyse a constructive (design) “conversation” among people with different backgrounds, during transformative collaboration. We do this by illustrating the process and results of a two- weeks design class with Master students at the Department of Industrial Design at the Eindhoven University of Technology. The resulting Engagement Catalyser is a creative tool to engaging people in a (design) discussion more concrete and effective than a discussion or brainstorm session held around a table. The six developed Engagement Catalysers have been used and evaluated in two workshops, in which participants from very different cultural and professional background have used them as a means to engage quickly and ignite the design process. The results show that the Catalysers stimulate engagement, help people to get familiar and connected in a short period of time, and seem to inspire and boost the design process.

  • 22. van der Veen, Rosa
    et al.
    Hakkarainen, Viola
    Peeters, Jeroen
    Trotto, Ambra
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet. RISE Interactive Umeå, Sweden.
    Understanding Transformations through Design: Can Resilience Thinking Help?2018Ingår i: Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction (Tei'18) / [ed] Ylva Fernaeus, Donald McMillan, Martin Jonsson, Audrey Girouard, Jakob Tholander, Association for Computing Machinery (ACM), 2018, s. 694-702Konferensbidrag (Refereegranskat)
    Abstract [en]

    The interaction design community increasingly addresses how digital technologies may contribute to societal transformations. This paper aims at understanding transformation ignited by a particular constructive design research project. This transformation will be discussed and analysed using resilience thinking, an established approach within sustainability science. By creating a common language between these two disciplines, we start to identify what kind of transformation took place, what factors played a role in the transformation, and which transformative qualities played a role in creating these factors. Our intention is to set out how the notion of resilience might provide a new perspective to understand how constructive design research may produce results that have a sustainable social impact. The findings point towards ways in which these two different perspectives on transformation - the analytical perspective of resilience thinking and the generative perspective of constructive design research may become complementary in both igniting and understanding transformations.

  • 23. van der Veen, Rosa
    et al.
    Peeters, Jeroen
    Långstrom, Olov
    Helgers, Ronald
    Papworth, Nigel
    Trotto, Ambra
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet. RISE Interactive.
    Exploring Craft in the Context of Digital Fabrication2019Ingår i: TEI'19: Proceedings of the thirteenth international conference on tangible, embedded, and embodied interaction, ACM Digital Library, 2019, s. 237-242Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this work in progress, we start to unpack the act of making in a digital fabrication process. In particular, one kind of digital fabrication - 3D printing - that is typically considered to be highly automated but in this case is not. In this process, a tension exists between our skills, the properties of a novel material and the capabilities of a novel machine. As design researchers, we navigated through the design space that emerged in this tension and explored how to 3D print in wood. In unpacking this tension between machine, material and designer, we pay attention to how the embodied nature of this process was essential for its development. We start to explore how we might explain the embodied act of making in the context of digital fabrication through the lense of ambiguity and resistance, notions previously used to unravel craftsmanship.

  • 24. van der Veen, Rosa
    et al.
    Peeters, Jeroen
    Trotto, Ambra
    Umeå universitet, Teknisk-naturvetenskapliga fakulteten, Arkitekthögskolan vid Umeå universitet.
    Charged Utopia VR: Exploring Embodied Sense-making in the Virtual Space2018Ingår i: Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction (Tei'18) / [ed] Ylva Fernaeus, Donald McMillan, Martin Jonsson, Audrey Girouard, Jakob Tholander, Association for Computing Machinery (ACM), 2018, s. 292-298Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper reports on preliminary results of a design research project that explores how spaces in virtual reality may be designed to build on qualities of embodied sensemaking. The project forms a basis for the exploration of an ethical dimension to interactions in virtual reality. This publication focuses on identifying qualities of embodied sense-making in an existing physical space, the interactive exhibition Charged Utopia. These qualities are transposed into a virtual interactive space. The translation of the qualities is done through the three main themes: Physical Movement, Resistance and Ambiguity. We present the design research process to describe how these themes were identified and transposed. We conclude with reflections that sketch ways in which we might capitalise on the opportunities offered by a virtual space, while respecting human skills in embodied sensemaking.

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