2024年4月13日 星期六

week 9. post phenomenology

2009

        p. 4461  Technological Presence (技術"現身")

            Heidegger's phenomenological: readiness-tohand and presence-at-hand

            Ihde 3 human-technology relations: hermeneutic relations, and alterity relations 

         p. 4463  Amplifying the Agency of Things


2011

        p. 2406 embodiment relation : a relation "through" a technology

        hermeneutic relations : “semi-opaque”,  one "with" or "towards" a technology

        alterity relations : a relation "to" a technology

        HUMAN-ELECTRICITY RELATIONS (how electricity technology presents itself)

 

2013 (phenomenological methods for electricity)

        p. 120 Approaching electric technology phenomenologically

        A fundamental aspect of this approach is to “attend to the phenomena of experience as they appear”

        To describe rather than explain the phenomena 

        bracket

        Husserl: variational method for investigating phenomena 

        Husserl: imaginative variations; Ihde: perceptual variations


2016

Beyond a utility view of personal informatics: a postphenomenological framework

2017

        p. 4489 postphenomenology: things and us are interdependent in that they mutually shape each other
        technology or designed things mediate the relations between our world and us

2018

2020 Entanglement HCI The Next Wave?


2021 


Questions:
1. What is post-phenomenology? what difference with phenomenology?
2. How to adopt post-phenomenology as a research method? How to conduct such research?
3. How annotated portfolios interplay with post-phenomenology?
4. How do you frame a research project with post-phenomenology? 

References:
Robert Rosenberger and Peter-Paul Verbeek. 2015. A Field Guide to Postphenomenology.

Exercise 5: (Deadline 4/29)
Doing Postphenemomenology through your own annotated portfolios

2024年3月31日 星期日

week 7. embodiment

Part I. Students present Annotated Portfolios principles

Part II. Intro. to Embodiment & Interaction


 Inquiry into Embodied Interaction Design


1. What is "embodied interaction"

  A terms from Paul Dourish

  http://en.wikipedia.org/wiki/Paul_Dourish

  Where the Action Is: The Foundations of Embodied Interaction"  highlighting:
   Tangible Computing & Social Computing

  Tangible Interaction v.s HCI

2. examples:
  
                    http://www.youtube.com/watch?v=VvE0_zba5h4

                http://vimeo.com/19930744 (marble answer machine)


                http://www.reactable.com/ 




 LABs & Web Resources:
1. MIT Tangible Media group
2. Copenhagen Institute of Interaction Design (CIID)
3. Creative Applications
4. Postscapes
5. Interaction Design org (on Phenomenology)
6. TEI Conference



Reference Slides:
1. http://www.slideshare.net/mprove/rse11-tanja-doering
2. http://www.slideshare.net/chienta/embodied-interaction-1453200


3. How to research "embodied interaction"?


-------------------------------------------------------------------------
Paul Dourish, Embodied Interaction: Exploring the foundations of a new approach to HCI

Embodiement


1. Embodiment is the property of being manifest in and of the everyday world. Embodiment constitutes the transition from the realm of ideas to the realm of everyday
experience. (p. 8)

2. Embodiment, then, denotes not physical reality but participative status. When I talk of “embodied interaction”, I mean that interaction is an embodied phenomenon. It happens in the world, and that world (a physical world and a social world) lends form, substance and meaning to the interaction. (p. 8)

3. It (tangible computing) also tries to make computation manifest to us in the world in the same way as we encounter other phenomena, both as a way of making computation fit more naturally with the everyday world and as a way of enriching our experiences with the physical. (p. 8)

5.1 The Phenomenological Backdrop

1. Husserl argued that everyday experience is of concrete phenomena, and it is from such experience and phenomena that our conception of number and of mathematics exists. Phenomenology, then, was based in the phenomena of human experience, in contrast to the abstract entities at the heart of scientific and mathematical
practice. (p. 9)

2. For Heidegger, everyday experience happened not in the head, but out in the world.
Heidegger’s “hermeneutic phenomenology” rejected the detached, mentalistic intentionality of Husserl’s “transcendental” form. (p. 9)

3. Where Husserl had conceived of a progression from perception to
meaning to action, Heidegger stressed how we ordinarily act in a world that is already organised in terms of meaning and purpose. Heidegger took “shoot first, ask questions later” not as an imperative, but as a description of our mode of being. (p. 10)

4. Heidegger’s distinction between “ready-to-hand” and “present-at-hand.”
Heidegger argued that the ontological structure of the world is not a given, but arises through interaction....The critical thing to observe here is that this can happen only through involved, embodied action. Winograd and Flores use this to illustrate
that activity is constitutive of ontology, not independent of it. (p. 10)

5. ...the concept of “embodiment” features perhaps most strongly in the phenomenology of perception developed by Maurice Merleau-Ponty (1962). Merleau-Ponty saw perception as an active process, and one carried out by an embodied subject. The embodied nature of action (and actors) was central to Merleau-Ponty’s philosophy. (p. 10)




6. Foundations

1. What does phenomenology have to tell us about interaction? For the purposes at hand, I take three main points from this work: that interaction is physically and socially embodied; that ontology arises out of activity; and that meaning subsists in embodied action. (p. 12)

2. The relationship between action and meaning is, in many ways, the crucial one here...., the two pillars supporting a foundational model of interaction are intentionality and coupling. (p. 12)

3. Intentionality, loosely, is “about-ness.” It describes a referential relationship between two entities. Words, images and ideas are intentional phenomena; they are about things, in a way in which rocks, carpets and trees are not. Intentionality is the essence of how entities bear meaning. Coupling refers to the degree of coordination of two elements, and to how that coordination is maintained. (p. 12)

4. ...the meanings assigned to the objects in the interface depend on the coupling
of actions. Coupling and intentionality are directly related. By implication, then, in order to manage meaning, we must be able to manage coupling.(p. 12)

5. Coupling, then, is at the heart of our ability to work with artifacts and control them. Intentionality is an everyday phenomenon; arguably, it is the phenomenon of human experience, which works its way out in the interactions in which we engage with the world and with each other. It is rooted in our socialisation and our lives as social animals in a web of social and cultural relations which give meaning to everyday actionFluid coupling provides us with the means to negotiate this web.
Embodiment lies in the relationship between the two. (p. 12)

6. What tangible computing does, by moving computation out into the world, is to open up new ways for us to be coupled to the intentional phenomena of computation.

In particular, it provides new ways for us to explore them. What turns out to be important about tangible computing, then, is not the physical nature of the objects through which we interact, but with what they represent and how we use them.

At the same time, social computing emphasises how context lends meaning, and places a primary emphasis on action rather than abstract representation.

Embodied interaction provides us with a perspective on computational representation that takes action as a primary constituent.

7. Conclusions



Embodied interaction, then, suggests that the future of interaction lies not in the interface “disappearing”, but rather in the interface becoming even more visible, or rather, available for a wider range of engagements and interactions. The question is, what form will that heightened visibility take? (p. 14)


Short report (within 300 words):



EX4 (2024/4/15)
Describe the above embodied interaction with a phenomenological approach.

(note: you might identify possible terms first, for example, intention, coupling, meaning, everyday experience, human experience, social computing, embodied action, everyday world, phenomena, felt experience, encountering, rich experience, embodied perception...)

writing example:

2024年3月24日 星期日

week 6. Form and Material

 I. Annotated portfolios Practice

2 students in a group

annotate a "common" artifact in advance

each member selects another new artifact and annotate it

together, make annotation of a group of artifacts

sketch new ideas according to the annotated portfolios 

II. 

On the Foundations of Interaction Design Aesthetics: Revisiting the Notions of Form and Expression 

 (revisit Expression of Doorbell design)
"function being what things do as we use them"
"interaction referring to what we do when we use a thing"
" interaction design form as the way in which the thing or system we design we design relates function and interaction to each other."
"interaction design expression as that which displays interaction"

interaction design variables:

  • Timing – the rhythm and meter of use we introduce.
  • Spacing – the space of use we introduce.
  • Connectivity – the connections of use we introduce.
  • Methodology – the ways of use we introduce.

Timing – Relating function and interaction in use clearly has a temporal dimension; how is what I do to be related with what X does in time? 
Spacing – Function and interaction in use clearly have a spatial dimension linked to what X does in space.
Connectivity – Relating function and interaction in use is a matter of connecting; how does X relate what I do to with what X does?
Methodology – Relating function and interaction in use is a matter method. How do I relate what I do with what X does?

Take the automatic door as an example


Questions: How to use these notions in annotated portfolios?

Material & Interaction:

Interaction Design as a Bricolage Practice


Living Artefacts: Conceptualizing Livingness as a Material Quality in Everyday Artefacts (a set of selected artifacts framed with livingness, centered at the discussion of phenomenon)

EX 3:

  Propose your own guidelines or strategies for annotated portfolios

Deadline: 4/8, 2024

2024年3月17日 星期日

week 5. Verplank's framework & movement based IXD

(I) students present annotated portfolios

(II) Interaction Design vocabularies  based on Verplank's framework

Open hci2011 (see p.18-29)
1. How is "Design Basics" taught in design school?
Examples
Examples
Examples
設計是什麼
2. What is the basics of "Tangible Interaction Design" as a design discipline?
Interaction Design Process by Bill Verplank
What are the significant contrasts for Tangible Interaction?
What principles are applicable? For example, synectics triggers, (synnectics examples), https://slideplayer.com/slide/14535597/https://www.spudart.org/synectics/#google_vignette

3. Material
"Materials touch directly on three major topics:
1. A designer may be motivated and stimulated directly by a particular material.
2. Materials are expressive, verying from fragile and refined to earthy and coarse.
3.Certain materials are chosen for their inherent physical properties that relate directly to the function of the finished work."

4. Expression
"Expression. Basically it describes any outward, visible manifestation of an inward condition, feeling, or mood: a shrug, a frown, a grimace, a smile -- physical indicators of inner emotional states. In design, expression refers to the act of overtly communicating a visual idea." Stoops & Samuelson.

"Three phases are involved in the design process, and each contributes to individual expressiveness:
1. Recognizing and delimiting the visual problems to be solved, and deciding what sort of action is needed.
2. Putting on paper a personal, imaginative, synthesis of ideas as the specific form and arrangement of the concrete physical solution develops. This middle phase, the imaginative, creative one, is the most characteristic phase of the whole design process. It embodies the designer's expression.
3. Finally the design is translated, built, printed, constructed, woven, fabricated by the designer or under the designer's supervision." Stoops & Samuelson.

"When designers reach the point in their creative development where considerations of placement, proportion, and empty space occur without conscious effort, their work may be called expressive." Stoops & Samuelson.

如何用 expression 開展設計


5. Function
"Form follows function" is probably the most often repeated statement about design. Clearly, it means that the form of an object should be defined by the work it has to do."

6. Form
Tangible Interaction=Form+Computing

7. Movement and Form

   "Some design researchers have come to investigate how form and digital behavior can be more closely coupled and how users could interact in richer ways with digital products (Djajadiningrat et al 2004; Jensen, Buur, Djajadiningrat 2005). "

  "Interaction designers have also developed an interest in bodily interaction, which can be pure movement (gestures, dance) or is related to physical objects (Hummels, Overbeeke, Klooster 2007)."


 Form-giving
 Meaning-making
 Movement-centered
 Bodily Rich Interaction

     reference:

Tangible products: redressing the balance between appearance and action



Move to get moved: a search for methods, tools and knowledge to design for expressive and rich movement-based interaction



 Movement


參考文獻:
1.Caroline Hummels, Kees C. Overbeeke, and Sietske Klooster. 2007. Move to get moved: a search for methods, tools and knowledge to design for expressive and rich movement-based interaction.Personal Ubiquitous Comput. 11, 8 (December 2007), 677-690.
2. Baskinger & Gross, "Tangible = Form + Computing", Interactions, 2010.
3. Heekyoung Jung and Erik Stolterman. 2010. Material probe: exploring materiality of digital artifacts. In Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction (TEI '11). ACM, New York, NY, USA, 153-156. 


Practice :
 Reframe your annotated portfolios with Verplank's framework

Project:
  How can we make annotated portfolios with generative AI tools?
  What are the issues to be solved in GAI-aided annotated portfolios?
  What roles can GAI play in making annotated portfolios? Which stage (part) should GAI take in?

2024年3月10日 星期日

week 4. annotated portfolios & strong concepts

0. cultural probes idea presentation 

1. situated visualization: data collection examples demo

                                         Mutual Discourse Analysis Interview

2. Annotated Portfolios: hands-on practice:

    (1) Photostroller

    (2) Prayer Companion

    (3) Drift Table

    (4) Plane Tracker

    (5) Local Barometer

Reference slides

Questions: 

   How to annotate? what level of descriptions (knowledge)? What are important for AP?

3. Annotated Portfolios





References:
Robots examples: 
Eliciting New Perspectives in RtD Studies through Annotated Portfolios: A Case Study of Robotic Artefacts
Strategies and examples: 

Strategies for Annotating Portfolios: Mapping Designs for New Domains


EX2: annotated portfolios (deadline 3/18)
1. choose a set of artifacts
2. make annotated portfolios for (1) each of them (interaction and domain knowledge) (2) the group (trajectory strategy and ecosystem strategy)
3. present next week


2024年3月3日 星期日

week 3. situated visualization & discourse analysis

situated visualization
1. with sketch:
 

Sketching and Ideation Activities for Situated Visualization Design


2. with photos 


3. with (mock-up) prototype



In speculative design, maybe with props (道具)



Case study:
IoT speculation with "app LOGO" attached on home appliance (situated methods)
v.s.

Ann Light 的論文  "為意義增添方法" (Adding method to meaning) [1],詳細的描述了麥卡錫與萊特所定義的經驗一詞的特性與範疇,並且提出了具體的研究方法,以及實際的"經驗研究"個案。Light 提出了兩個步驟來研究經驗: (1) 外顯化資料收集 (explicitation data-gathering), (2) 論述分析 (discourse analysis)。第一部分注重喚起 (evocation)參與者在經驗當下的種種感官與知覺事實,訪談的技巧側重在參與者的描述而刻意避免自我解釋;第二部分則更深入探究這些親身經驗 (felt experience)中的動機與解釋,訪談的方向從第一部分的"甚麼" (what),轉向"為何"(why)、"如何"(how)。這時候,互動設計研究者的角色轉趨重要,必須隨時動態改變,以期達到麥卡錫與萊特所謂的"意義創造的自身對話性"(intrinsic dialogicality of meaning making),研究者要細心聆聽,並適度參與對話,引發參與者的深度反思與對話。最後根據訪談所得到的說明 (accounts),分析出質性的洞見 (insights) 與主題 (themes)。

論述分析 (Discourse Analysis) 的精神與方法
What is a proper method to interpret Cultural Probes? DA? Mixed Methods? (example: Designing to Support Social Connectedness: The Case of SnowGlobe)

Notice the use of Language
What are the codes (segments) and variations?
ex.  codes: Object-Practice-Meaning Framework (only for example)
       variations: self-presentation - others - emotional degree (only for example)

Reference:

1. http://interactionpodium.blogspot.com/2014/12/opa.html
2.  https://www.books.com.tw/products/0010723484 
(對話、論述研究法與文件分析,作者: Tim Rapley)




Discourse Analysis 練習

第六章,"關於對話"重點:
1. 將對話內容當作一種社會行動加以理解
2. 梅納德 (Maynard) 觀點-展示順序 (perspective-display sequence)
3. 注重談話旨在表現的行動,以及被選來表現該行動的工具
4. 詞彙選擇及分類
5. 結構組織 (言談的序列結構)
6. 對於說話者面向之一的觀察 (安排或引導方向)
7.由社會體制觀察拒絕與異議 (偏好,接受則明快,拒絕則遲疑)