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Publikasjoner (10 av 19) Visa alla publikasjoner
Van Der Horst, S. & Peeters, J. (2021). What's Going Ön?: An Experiential Approach to Perspective Taking in Urban Planning through Virtual Reality. In: TEI 2021 - Proceedings of the 15th International Conference on Tangible, Embedded, and Embodied Interaction: . Paper presented at 15th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2021, 14 February 2021 through 19 February 2021. Association for Computing Machinery, Inc
Åpne denne publikasjonen i ny fane eller vindu >>What's Going Ön?: An Experiential Approach to Perspective Taking in Urban Planning through Virtual Reality
2021 (engelsk)Inngår i: TEI 2021 - Proceedings of the 15th International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery, Inc , 2021Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

Citizen participation in urban planning has become more important in the past decades. In recent years, the practice of co-creation has become a popular tool to structure this participatory process. Co-creation is a process that actively involves stakeholders in cooperatively sharing and developing opinions and perspectives towards an outcome that contributes to the overall development. In particular in large and slow processes such as urban planning, co-creation risks becoming abstract and difficult to engage with for stakeholders. This study investigates an experiential approach to participation in urban planning. By building on embodiment to engage participants physically and expressively, this study aims to elicit an understanding between different points of view. With the design of the "What's going Ön?"experience we explore how Virtual Reality (VR) can play a role in the participation of citizens in the urban planning process of the Ön island in Umea, Sweden. We present the designed experience and the qualities that play a role in using VR as a tool for participation in Urban Planning.

sted, utgiver, år, opplag, sider
Association for Computing Machinery, Inc, 2021
Emneord
Virtual reality, Citizen participation, Co-creation, Participatory process, Perspective taking, Planning process, Urban planning
HSV kategori
Identifikatorer
urn:nbn:se:ri:diva-52606 (URN)10.1145/3430524.3446068 (DOI)2-s2.0-85102051474 (Scopus ID)9781450382137 (ISBN)
Konferanse
15th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2021, 14 February 2021 through 19 February 2021
Tilgjengelig fra: 2021-03-24 Laget: 2021-03-24 Sist oppdatert: 2025-09-23bibliografisk kontrollert
Van Der Veen, R., Peeters, J., Långström, O., Helgers, R., Papworth, N. & Trotto, A. (2019). Exploring craft in the context of digital fabrication. In: TEI 2019 - Proceedings of the 13th International Conference on Tangible, Embedded, and Embodied Interaction: . Paper presented at 13th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2019, 17 March 2019 through 20 March 2019 (pp. 237-242). Association for Computing Machinery, Inc
Åpne denne publikasjonen i ny fane eller vindu >>Exploring craft in the context of digital fabrication
Vise andre…
2019 (engelsk)Inngår i: TEI 2019 - Proceedings of the 13th International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery, Inc , 2019, s. 237-242Konferansepaper, Publicerat paper (Fagfellevurdert)
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. © 2019 Copyright is held by the owner/author(s).

sted, utgiver, år, opplag, sider
Association for Computing Machinery, Inc, 2019
Emneord
3D printing, Additive Manufacturing, Ambiguity, Constructive Design Research, Craftsmanship, Design Process, Digital Fabrication, Embodiment, Resistance, Electric resistance, Fabrication, Industrial research, 3-D printing, Constructive design, 3D printers
HSV kategori
Identifikatorer
urn:nbn:se:ri:diva-38392 (URN)10.1145/3294109.3300989 (DOI)2-s2.0-85063910663 (Scopus ID)9781450361965 (ISBN)
Konferanse
13th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2019, 17 March 2019 through 20 March 2019
Tilgjengelig fra: 2019-05-10 Laget: 2019-05-10 Sist oppdatert: 2025-09-23bibliografisk kontrollert
Peeters, J. & Van Der Veen, R. (2019). Hybrid ways of disseminating interaction design research. In: TEI 2019 - Proceedings of the 13th International Conference on Tangible, Embedded, and Embodied Interaction: . Paper presented at 13th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2019, 17 March 2019 through 20 March 2019 (pp. 699-702). Association for Computing Machinery, Inc
Åpne denne publikasjonen i ny fane eller vindu >>Hybrid ways of disseminating interaction design research
2019 (engelsk)Inngår i: TEI 2019 - Proceedings of the 13th International Conference on Tangible, Embedded, and Embodied Interaction, Association for Computing Machinery, Inc , 2019, s. 699-702Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

This studio will constructively explore hybrid publication formats for the dissemination of interaction design research in an academic context. We start from the premise that there is a gap between the richness of the artefacts created in interaction design research and the formal publication formats that exist today. Interactive artefacts and the experiences they elicit in use, possess a richness that is difficult to communicate in text and images alone. Through prototyping, we will explore this gap: what are key elements of artefact based research, that might benefit from alternative media, and how might we design such media to become useful supplements to existing dissemination formats? By bringing together a diverse group of participants from the TEI community to explore this topic, we aim at bringing forth a discussion on how we might stretch the boundaries of academic publication of interaction design research. © 2019 Copyright is held by the owner/author(s).

sted, utgiver, år, opplag, sider
Association for Computing Machinery, Inc, 2019
Emneord
Active Perception ACM, Design Research, Dissemination, Embodiment, Academic publications, Active perceptions, Interaction design, Key elements
HSV kategori
Identifikatorer
urn:nbn:se:ri:diva-38393 (URN)10.1145/3294109.3295658 (DOI)2-s2.0-85063867537 (Scopus ID)9781450361965 (ISBN)
Konferanse
13th International Conference on Tangible, Embedded, and Embodied Interaction, TEI 2019, 17 March 2019 through 20 March 2019
Tilgjengelig fra: 2019-05-10 Laget: 2019-05-10 Sist oppdatert: 2025-09-23bibliografisk kontrollert
Peeters, J., van der Veen, R., Helgers, R., Långström, O., Bambi, M., Papworth, N. & Trotto, A. (2019). Resisting Plastics for Ambiguous Results. In: Proceedings of the 4th BiennialResearch Through Design Conference, 19-22 March 2019, Delft and Rotterdam, TheNetherlands,: . Paper presented at Research through Design. Delft, Article ID 22.
Åpne denne publikasjonen i ny fane eller vindu >>Resisting Plastics for Ambiguous Results
Vise andre…
2019 (engelsk)Inngår i: Proceedings of the 4th BiennialResearch Through Design Conference, 19-22 March 2019, Delft and Rotterdam, TheNetherlands,, Delft, 2019, artikkel-id 22Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

This paper illustrates present a constructive design research process centred around 3D printing with a wood-based material. This process was highly explorative: it involves the development of a new material and the use and hacking of a machine to materialize a design intention. Along the way, elements of craft emerge, as the designers develop skills in navigating the tensions that exist between material, machine and design intention.We present the process of navigating this design space by unpacking the act of making, using a digital fabrication technique, through a lens of craftsmanship. We employ the notions of ambiguity and resistance, to understand the factors and forces at play that may not typically be considered to be part of a highly automated digital fabrication method, such as 3D printing.As a result of this detailed reflection, new parts of the design space were articulated. All resistances appear as a result of the tension between and designer’s skills and intention, capabilities of the machine and possibilities of the material, all materialised in the Printed Future Vase.This publication contributes to the development of a new additive manufacturing method, and increases our awareness of what factors and forces are at play in this new additive manufacturing method, in which the development of the designer’s tacit skills have been articulated more explicitly.

sted, utgiver, år, opplag, sider
Delft: , 2019
Emneord
design, additive manufacturing, digital fabrication, wood, 3d printing, ambiguity, craftsmanship, sustainability, biodegradable
HSV kategori
Identifikatorer
urn:nbn:se:ri:diva-39339 (URN)10.6084/m9.figshare.7855913.v1 (DOI)
Konferanse
Research through Design
Tilgjengelig fra: 2019-07-05 Laget: 2019-07-05 Sist oppdatert: 2025-09-23bibliografisk kontrollert
Van der Veen, R., Peeters, J. & Trotto, A. (2018). Charged Utopia VR: Exploring Embodied Sense-Making in the Virtual Space. In: Proceedings of TEI '18: 12th International Conference on Tangible, Embedded, and Embodied Interaction (TEI '18). ACM, New York, NY, USA: . Paper presented at Tangible, Embedded, and Embodied Interaction (TEI 2018). March 18–21, 2018, Stockholm, Sweden (pp. 292-298).
Åpne denne publikasjonen i ny fane eller vindu >>Charged Utopia VR: Exploring Embodied Sense-Making in the Virtual Space
2018 (engelsk)Inngår i: Proceedings of TEI '18: 12th International Conference on Tangible, Embedded, and Embodied Interaction (TEI '18). ACM, New York, NY, USA, 2018, s. 292-298Konferansepaper, Publicerat paper (Fagfellevurdert)
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.

Emneord
Virtual Reality, Embodied Interaction, Ethics
HSV kategori
Identifikatorer
urn:nbn:se:ri:diva-34909 (URN)10.1145/3173225.3173286 (DOI)2-s2.0-85046642935 (Scopus ID)978-1-4503-5568-1 (ISBN)
Konferanse
Tangible, Embedded, and Embodied Interaction (TEI 2018). March 18–21, 2018, Stockholm, Sweden
Tilgjengelig fra: 2018-08-22 Laget: 2018-08-22 Sist oppdatert: 2025-09-23bibliografisk kontrollert
Hummels, C., Trotto, A., Peeters, J., Levy, P., Alves Lino, J. & Klooster, S. (2018). Design Research and Innovation Framework for Transformative Practices. In: Glasgow Caledonian University (Ed.), Strategies for Change: . Glasgow: Glasgow Caledonian University
Åpne denne publikasjonen i ny fane eller vindu >>Design Research and Innovation Framework for Transformative Practices
Vise andre…
2018 (engelsk)Inngår i: Strategies for Change / [ed] Glasgow Caledonian University, Glasgow: Glasgow Caledonian University , 2018Kapittel i bok, del av antologi (Annet vitenskapelig)
Abstract [en]

In this chapter, the concept of Transformative Practices is introduced, i.e. shared relative steady ways of living and working with others (Wittgenstein, 1993), including specific configurations of actions, norms and knowledge (Freeman et al., 2011) and related tools and environments, focused at addressing our societal challenges, by transforming (elevating) our personal and social ethics and related behaviour through designing new ways of interaction with each other and the world. Through design research and innovation within these practices, we work together towards social-cul- turally, environmentally and economically sustainable communities.

sted, utgiver, år, opplag, sider
Glasgow: Glasgow Caledonian University, 2018
Emneord
social innovation, transformative practices, design, design research, innovation, framework, methodology, design method, design methodology
HSV kategori
Identifikatorer
urn:nbn:se:ri:diva-39338 (URN)978-972-789-482-6 (ISBN)
Forskningsfinansiär
EU, European Research CouncilEU, European Research Council
Tilgjengelig fra: 2019-07-05 Laget: 2019-07-05 Sist oppdatert: 2025-09-23bibliografisk kontrollert
Peeters, J. & Trotto, A. (2018). Designing Expressions of Movement Qualities. In: Proceedings of the 2018 Designing Interactive Systems Conference: . Paper presented at DIS '18 Proceedings of the 2018 Designing Interactive Systems Conference Pages 679-690 Hong Kong, China — June 09 - 13, 2018 (pp. 679-690).
Åpne denne publikasjonen i ny fane eller vindu >>Designing Expressions of Movement Qualities
2018 (engelsk)Inngår i: Proceedings of the 2018 Designing Interactive Systems Conference, 2018, s. 679-690Konferansepaper, Publicerat paper (Annet vitenskapelig)
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.

Emneord
active perception, design research, designerly analysis, effort, expressing, flow, interpreting, materiality, perspective, space, time, unpacking movement, visualising
HSV kategori
Identifikatorer
urn:nbn:se:ri:diva-36450 (URN)10.1145/3196709.3196805 (DOI)2-s2.0-85054024302 (Scopus ID)9781450351980 (ISBN)
Konferanse
DIS '18 Proceedings of the 2018 Designing Interactive Systems Conference Pages 679-690 Hong Kong, China — June 09 - 13, 2018
Tilgjengelig fra: 2018-12-17 Laget: 2018-12-17 Sist oppdatert: 2025-09-23bibliografisk kontrollert
van der Veen, R., Hakkerainen, V., Peeters, J. & Trotto, A. (2018). Understanding Transformations through Design. In: : . Paper presented at the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction.Stockholm, Sweden — March 18 - 21, 2018 (pp. 694-702).
Åpne denne publikasjonen i ny fane eller vindu >>Understanding Transformations through Design
2018 (engelsk)Konferansepaper, Publicerat paper (Fagfellevurdert)
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.

Emneord
Empirical studies in interaction design, Interaction design theory, concepts and paradigms, Interaction design, Human-centered computing
HSV kategori
Identifikatorer
urn:nbn:se:ri:diva-33850 (URN)10.1145/3173225.3173261 (DOI)2-s2.0-85046624068 (Scopus ID)978-1-4503-5568-1 (ISBN)
Konferanse
the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction.Stockholm, Sweden — March 18 - 21, 2018
Tilgjengelig fra: 2018-05-14 Laget: 2018-05-14 Sist oppdatert: 2025-09-23bibliografisk kontrollert
Peeters, J., Kuenen, C. & Trotto, A. (2017). Chapter 23: Unveiling the Expressivity of Complexity: Drifting in Design Research. In: : . Paper presented at Proceedings of the Conference on Design and Semantics of Form and Movement - Sense and Sensitivity, DeSForM 2017 (pp. 311-324).
Åpne denne publikasjonen i ny fane eller vindu >>Chapter 23: Unveiling the Expressivity of Complexity: Drifting in Design Research
2017 (engelsk)Konferansepaper, Publicerat paper (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.

Emneord
constructive design research, drifting, embodiment, aesthetics, complexity
HSV kategori
Identifikatorer
urn:nbn:se:ri:diva-34912 (URN)10.5772/intechopen.71123 (DOI)
Konferanse
Proceedings of the Conference on Design and Semantics of Form and Movement - Sense and Sensitivity, DeSForM 2017
Tilgjengelig fra: 2018-08-22 Laget: 2018-08-22 Sist oppdatert: 2025-09-23bibliografisk kontrollert
Peeters, J., Peeters, M. & Trotto, A. (2017). Exploring active perception in disseminating design research. In: DIS 2017 - Proceedings of the 2017 ACM Conference on Designing Interactive Systems: . Paper presented at 12th ACM Conference on Designing Interactive Systems, DIS 2017, 10 June 2017 through 14 June 2017 (pp. 1395-1407).
Åpne denne publikasjonen i ny fane eller vindu >>Exploring active perception in disseminating design research
2017 (engelsk)Inngår i: DIS 2017 - Proceedings of the 2017 ACM Conference on Designing Interactive Systems, 2017, s. 1395-1407Konferansepaper, Publicerat paper (Fagfellevurdert)
Abstract [en]

The pictorial track exemplifies how the field of interaction design research explores more designerly ways of communicating knowledge in an academic context. In this pictorial, we present the Interactive Dissertation project that explores how the design of a Ph.D. dissertation may embody the experiential qualities of interactive systems that are presented in its (textual) content by leveraging active perception. We report on the research-through-design process and present results from the project's first iteration. We conclude with a visual reflection on the potential of active perception in communicating interactive experiences in print as well as wider implications for the field.

Emneord
Active perception, Design research, Dissemination, Embodied interaction, Embodiment, Research through design, Interactive computer systems, Active perceptions, Design
HSV kategori
Identifikatorer
urn:nbn:se:ri:diva-30879 (URN)10.1145/3064663.3064789 (DOI)2-s2.0-85023163435 (Scopus ID)9781450349222 (ISBN)
Konferanse
12th ACM Conference on Designing Interactive Systems, DIS 2017, 10 June 2017 through 14 June 2017
Tilgjengelig fra: 2017-09-07 Laget: 2017-09-07 Sist oppdatert: 2025-09-23bibliografisk kontrollert
Organisasjoner
Identifikatorer
ORCID-id: ORCID iD iconorcid.org/0000-0003-4566-2246
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