participation in interaction design: actors and artefacts in interaction pelle ehn school of arts and communication (k3) malmö university, sweden background: from work-oriented design to digital bauhaus to interaction design actors and artefacts in interaction design design judgment: instrumental control, ethics and aesthetics participation: language games of design and use mixed artefacts: architecture and narrative third culture and theory for design: participation and community in designing interaction design interaction design: a case for reflection overview background: from work-oriented design to digital bauhaus to interaction design actors and artefacts in interaction design judgment: instrumental control, ethics and aesthetics participation: language games of design and use mixed artefacts: architecture and narrative third culture and theory for design: participation and community in designing interaction design interaction design: a case for reflection work-oriented design norwegian metal workers union project participatory design from bauhaus to our house (k3) a digital bauhaus ? k3 – a digital bauhaus ? the aesthetic and social synthesis “What is needed is not the modern praise of new technology, but a critical and creative aesthetic-technical production orientation that unites modern information and communication technology with design, art, culture and society, and at the same time places the development of the new mediating technologies in their real every day context of changes in lifestyle, work and leisure. What is needed is humanistic and user-oriented education and research that will develop both a critical stance to information and communication technology, and at the same time competence to design, compose, and tell stories using the new mediating technologies.” manifesto for a digital bauhaus - k3 1998 background: from work-oriented design to digital bauhaus to interaction design actors and artefacts in interaction design design judgment: instrumental control, ethics and aesthetics participation: language games of design and use mixed artefacts: architecture and narrative third culture and theory for design: participation and community in designing interaction design interaction design: a case for reflection a design oriented focus on human interaction and communication mediated by artefacts the identity and actuality is emphasised by the convergence of digital artefacts with physical space and the objects surrounding us (ubiquitous computing) convergence between different media (multimedia, new media) interaction design the traditional design fields: - product design - graphic design socially oriented computer studies - human-computer interaction - computer supported cooperative work - participatory design architecture, art, sociology and media studies emergence of interaction design community Interaction design is not computer science, not even HCI, even if it deals with humans, computers and interaction. nor is interaction design graphic design, even if it is both visual and communicative neither is interaction design other computer studies like CSCW or PD nor other design disciplines like product design, architecture or media studies, even if all of these disciplines and practices and many others in the background are giving shape to interaction design. interaction design is neither art nor technology in isolation, but maybe a social and aesthetic synthesis. interaction design practice is not statements about facts, not even propositions of what ought to be, but may it could be design as an anxious act of political love, as a rethinking of the Aristotelian intellectual virtues of techne and phronesis, and the reunion of art, technology and politics in the era of ubiquitous computing. we are designing interaction design ! ‘Real artefacts are always part of institutions, trembling in their mixed status as mediators, mobilizing faraway lands and people, ready to become people or things, not knowing if they are composed of one or many, of a black box counting for one or of a labyrinth concealing multitudes’. (Bruno Latour in Pandora’s Hope,1999) participation and community (actors and artefacts) in interaction design as practice as discipline theory for interaction design as practice we are designing interaction design ! not so much in terms of ‘scientific theories’ for prediction of results of an activity independent of context and situation but rather support for reflections about conditions for changed human activity practical instruments to support the designer as a reflective practitioner to improve his or her design ability to make ethic and aesthetic judgments that are appropriate in their context design theory for interaction design introduction: foundations of interaction design, participation and community background: from work-oriented design to digital bauhaus to interaction design actors and artefacts in participation judgment: instrumental control, ethics and aesthetics participation: language games of design and use mixed artefacts: architecture and narrative third culture and theory for design: participation and community in designing interaction design interaction design: a case for reflection engineer explorer artist problem solver detective creator • requierement specification • social needs • theory • inductive • experimental • personal process • aesthetics • intuitive • expressive social subjective • technology • deductive • formal • predictive Who is the interaction designer ? objective engineer explorer artist problem solver detective creator • requierement specification • social needs • theory • inductive • experimental • personal process • aesthetics • intuitive • expressive • technology • deductive • formal • predictive objective what is the designer ? social subjective engineer explorer artist problem solver detective creator • requierement specification • social needs • theory • inductive • experimental • personal process • aesthetics • intuitive • expressive objective social subjective • technology • deductive • formal • predictive The Art and Science of Designing Computer Artifacts design and knowledge interests INST RUMENT AL ACT ION INTERSUBJECT IVE COMMUNICAT ION CRIT IQUE AND LIBERATION objects things events conditions manipulation language interaction power T ECHNICAL CONTROL INTEREST PRACT ICAL INTEREST EMANCIPAT ORY INTEREST OBSERVATION EMPIRICAL ANALYSIS, INSTRUMENTAL CONTROL DIALOGUES PARTICIPATION UNDERSTANDING BEYOND CONTROL AND UNDERSTANDING CREAT IVIT Y art AEST HETICEXPRESSIVE INTEREST products quality-in-use changed possibilities for action not an object processes the reflective designer design practice not normative methods objective social subjective artifact-in-use structure How do we make sure that the artifact is made of the right material? function How do we make sure that the artifact is useful in its context? form How do we make sure that the artifact supports appropriate experiences? design process engineering How do we control of the construction of the artifact? participation How do we support appropriate interaction in the design process? design ability How do we support creativity and innovation in the design process? design quality appropriateness How do we find a proper balance between our responses to the questions above in our design practice? objective social subjective artifact-in-use structure How do we make sure that the artifact is made of the right material? function How do we make sure that the artifact is useful in its context? form How do we make sure that the artifact supports appropriate experiences? design process engineering How do we control of the construction of the artifact? participation How do we support appropriate interaction in the design process? design ability How do we support creativity and innovation in the design process? design quality appropriateness How do we find a proper balance between our responses to the questions above in our design practice? objective social subjective artifact aspect structure • hardware and software • material or medium function • practical use • symbolic use form • experience of use quality perspective/ language control • software metrics • quality standards ethics • usefulness • utility • power • interests • values aesthetics • appropriateness • style • balance • resemblance Vitruvius firmitas (firmness) utilitas (commodity) venustas (delight) quality-in-use appropriateness: a "proper balance" between structure, function and form objective social subjective artifact aspect structure • hardware and software • material or medium function • practical use • symbolic use form • experience of use quality perspective/ language control • software metrics • quality standards ethics • usefulness • utility • power • interests • values aesthetics • appropriateness • style • balance • resemblance Vitruvius firmitas (firmness) utilitas (commodity) venustas (delight) quality-in-use appropriateness: a "proper balance" between structure, function and form objective social subjective design process aspect engineering • manipulation of objects • formalisation • refinement of specifications • logic participation • communication • learning • politics design ability ability • creative environments • emotional expressions • artistic expressions quality perspective/ language control • correctness of descriptions • predictability ethics • democracy • appropriate social interaction aesthetics • creativity • innovation design style appropriateness: a "proper balance" between engineering, participation and design ability objective social subjective design process aspect engineering • manipulation of objects • formalisation • refinement of specifications • logic participation • communication • learning • politics design ability • creative environments • emotional expressions • artistic expressions quality perspective/ language control • correctness of descriptions • predictability ethics • democracy • appropriate social interaction aesthetics • creativity • innovation design style presence appropriateness: a "proper balance" between engineering, participation and design ability objective social subjective artifact-in-use structure How do we make sure that the artifact is made of the right material? function How do we make sure that the artifact is useful in its context? form How do we make sure that the artifact supports appropriate experiences? design process engineering How do we control of the construction of the artifact? participation How do we support appropriate interaction in the design process? design ability How do we support creativity and innovation in the design process? design quality appropriateness How do we find a proper balance between our responses to the questions above in our design practice? background: from work-oriented design to digital bauhaus to interaction design actors and artefacts in participation judgment: instrumental control, ethics and aesthetics participation: language games of design and use mixed artefacts: architecture and narrative third culture and theory for design: participation and community in designing interaction design interaction design: a case for reflection design practice: participation as epistemological category By understanding design as a process of creating new language-games that have family resemblance with the language games of both users and designers we have an orientation for really doing design as skill based participation, a designary way of doing that may help us to transcend some of the limits of formalization. the design language-game users designers specification design by specification participation design by participation design-by-doing: mock-ups and prototyping design as playing Both art and design at last seem like meeting, across the Cartesian split of mind from body, to enable us to find a new genius collaboration not in the making of products and systems and bureaucracies but in composing of contexts that include everyone, designers too. To be a part. To find how to make all we do and think relate to all we sense and know, (not merely to attend to fragments of ourselves and our situations). It was a question of where to put your feet. It became a matter of choosing the dance Now its becoming No full stop chris jones background: from work-oriented design to digital bauhaus to interaction design actors and artefacts in participation judgment: instrumental control, ethics and aesthetics participation: language games of design and use mixed artefacts: architecture and narrative third culture and theory for design: participation and community in designing interaction design interaction design: a case for reflection the computer as design material QuickTime™ and a YUV420 codec dec ompres sor are needed to see this pic ture. QuickTime™ and a YUV420 codec dec ompres sor are needed to see this pic ture. interactive artefacts: designing temporal structures and spatial configurations the design materials are both spatial and temporal with computational technology we can build temporal structures and behavior to design these temporal structures into interactive artefacts almost any material can be of use in the spatial configuration mixed artefacts: narrative and architecture background: from work-oriented design to digital bauhaus to interaction design actors and artefacts in participation judgment: instrumental control, ethics and aesthetics participation: language games of design and use mixed artefacts: architecture and narrative third culture and theory for design: participation and community in designing interaction design interaction design: a case for reflection a design oriented focus on human interaction and communication mediated by artefacts the identity and actuality is emphasised by the convergence of digital artefacts with physical space and the objects surrounding us (ubiquitous computing) convergence between different media (multimedia, new media) participation in building interaction design not so much in terms of ‘scientific theories’ for prediction of results of an activity independent of context and situation but rather support for reflections about conditions for changed human activity practical instruments to support the designer as a reflective practitioner to improve his or her design ability to make ethic and aesthetic judgments that are appropriate in their context design theory for interaction design the program in general is oriented towards coaching, learning by doing and reflection-on-action, focus is on a design oriented synthesis of constructive action and critical reflection and on synthesis of art and technology, students have a commitment to design studies but very varied background e.g. computer science, engineering, architecture, product design, interaction design, music, literature, research work is carried out in a production-oriented studio-based interdisciplinary and cross art environment, the thesis may take the form of a portfolio of works and a reflective summary, form is allowed to follow content, hence the form of the thesis may be an interactive multimedia production or a installation. interaction design phd program at k3 canonical texts ? beyond “bringing design to software” “searching voices - towards a canon for interaction design the language of new media (manovich) where the action is - the foundations of embodied interaction (dourish) herzian tails - electronic products, aesthetic experience and critical design (dunne) latour and haraway repertoire of exemplary artefacts ? examples but limited language for critique design history of www: genre and style (engholm) dilemmas in interaction design education as a practice in between a scientific technological practice and a design-oriented artistic practice the relation between text and artefact in the thesis work becomes potentially contradictory. is an artefact new knowledge? are texts the ultimate form for thesis arguments? which are the demands on artefacts if they should be valuable arguments in their own right? artefacts as arguments: beyond illustrations? professional wisdom and artistry: tacit knowledge, repertoire of exemplars, reflection-in-action, dialogue with the situation, reflection-on-action espoused theories versus theories-inaction beyond technical rationality back to phronesis the interaction designer as reflective practitioner (donald schön) habermas or foucault control or struggle democratic utopism or concrete power analysis universality or context principles or cases constitution or strategy a collective design dilemma: democratic utopism or concrete power analysis wisdom and artistry art and politics are one speculative propositions: neither statements of fact nor prescriptions of what ought to be, but, anxious acts of political love phronesis: an anxious act of political love background: from work-oriented design to digital bauhaus to interaction design actors and artefacts in participation judgment: instrumental control, ethics and aesthetics participation: language games of design and use mixed artefacts: architecture and narrative third culture and theory for design: participation and community in designing interaction design interaction design: a case for reflection interaction design: a case for reflection QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. interaction design: supporting everyday learning QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. design as “ethnographic” fieldwork ? participatory design: design games, : props, mock-ups and prototypes ? QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. design judgement: technical, social, aesthetic ? (technology, politics and art) QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. designing mixed artefacts: narrative and architecture ? QuickTime™ and a TIFF (Uncompressed) decompressor are needed to see this picture. interaction design studies ? design theory and design practice (case) text and artefact (dissertation) thank you how does the collective designer ‘get things done his or her way’? what role does coercion, manipulation and self interest plays in the politics-in-practice of the collective designer? what roles do the collective designer play as leader of and driving force behind collaborations and alliances? politics-in-practice not cynical ‘gutter designer’ not ‘amoral chameleon’ or ‘pragmatist’ but able to switch strategies to suit context but combine pragmatic change driver with visionary moralist not smug unconscious hypocrisy of the moralist or the market but designer of integrity; doing the right thing even at a cost to themselves; defensible type of compromise, deceit and hypocrisy a machiavellian interaction designer? the programs in general are oriented towards coaching, learning by doing and reflection-on-action, focus is on a design oriented synthesis of constructive action and critical reflection and on synthesis of art and technology, students have a commitment to design studies but very varied background e.g. computer science, engineering, architecture, product design, interaction design, music, literature,visual arts work is carried out in a production-oriented studio-based interdisciplinary and cross art environments, the thesis may take the form of a portfolio of works and a reflective summary, form is allowed to follow content, hence the form of the thesis may be an interactive multimedia production or a installation. interaction design master and phd programs aesthetic synthesis - art and technology social synthesis - socially important issues interaction design - the computer as design material augmentation - studio architecture and mixedmedia objects challenges to studio-based design in the era of the (disappearing) computer design practice as a learning process (the reflectivce practitioner) design as constructive learning (constructionism) constructing knowledge not learning what is known design as participative and collective knowledge building (social constructivism) learning environments not individual learning design as learning – learning as design place and materiality for design education: bauhütten - craft workshops interaction design studios interaction design: the computer as design material QuickTime™ and a YUV420 codec dec ompres sor are needed to see this pic ture. QuickTime™ and a YUV420 codec dec ompres sor are needed to see this pic ture. interactive artefacts: designing temporal structures and spatial configurations design practice as a learning process (the reflective practitioner) design as constructive learning (constructionism) constructing knowledge not learning what is known design as participative and collective knowledge building (social constructivism) communities-of-practice - learning as legitimate peripherical participation learning environments not individual learning premisses: design as learning – learning as design typical arenas: design studio or master class in architecture face-to-face interaction with people and artifacts in physical space ”reflection-in-action” and ”conversation with the material” inspirational learning the atelier project: architecture and technology for inspirational learning To develop an understanding of how materials in different media and the built environment can be interwoven with technology and architectural components to create an inspirational learning environment. Malmö University Vienna University of Technology Akademie der Bildende Künste Wien Imagination Computer Services Consorzio Milano Richerche University of Oulu Interactive Institute crusing - jacket connecting and augmenting configuring space - tag technology - attaching table - materialkammer . - grid - editing entrance re-programming - grid - texture brush - materialkammer -display spaces - dream spaces rhythm and appropriation “cooking” “negotiation of territory” atelier scenarios from bauhaus to our house (k3 and ii) a digital bauhaus ? education and research at k3 and ii • a digital bauhaus - design, art, technology, communication • a school - bachelor, master, phd • a research center – cross-disciplinary interactive media studios • interaction design – a main area of K3 imagineering perf art techn interact techn phys & virt design Space & virtuality interact design Narrativity & communicaiton Separate courses media & comm sc creative producers Cultural studies & ‘gestaltung’ interaction design Creative Environments education programs research studios ”design noir” reconfiguring and augmenting dedicated physical space for activating, manipulating, combining and assembling representational objects of mixed media origion inspirational resources: images, music, film, everyday objects, samples of materials, etc inspirational learning environments Both art and design at last seem like meeting, across the Cartesian split of mind from body, to enable us to find a new genius collaboration not in the making of products and systems and bureaucracies but in composing of contexts that include everyone, designers too. To be a part. To find how to make all we do and think relate to all we sense and know, (not merely to attend to fragments of ourselves and our situations). It was a question of where to put your feet. It became a matter of choosing the dance Now its becoming No full stop chris jones