Embodied Manifestos are design artifacts that translate and exemplify abstract concepts and narratives surrounding a theme, like AI, into tangible designs. They aim to invite reflection and discussion from audiences in order to question dominant perspectives and advocate for alternative approaches. Examples show how Embodied Manifestos of AI can embody narratives of autonomy, anthropomorphism, privacy and reliability to negotiate meanings and generate new viewpoints for responsible AI design. Effective Embodied Manifestos make complex issues easy to experience and enable the generation of knowledge through audience engagement with the artifacts.
The document discusses socio-technical patterns for collaboration in e-research. It introduces the concept of pattern languages from architecture that capture recurring problems and solutions. Several patterns are identified as potentially relevant for e-research collaboration, including community of communities, reality check, radical co-location, small successes early, and support conversation at boundaries. The document argues that patterns can help identify, formulate, and prevent problems in e-research collaboration.
The document summarizes a presentation given by Musstanser Tinauli on their research activities and experiments. It discusses their goals of understanding how interactive environments can be measured and how tools influence user behavior. It describes ongoing case studies of games, e-learning platforms and digital pens. It outlines their methodological approach and provides results from studies on a digital pen and paper system, including lessons learned. Recent publications and collaborations are also mentioned.
This is an introduction workshop to Designing Interactions / Experiences module Im teaching at K旦ln International School of Design of the Cologne University of Applied Sciences, which Im honored to give by invitation of Professor Philipp Heidkamp.
Presentation by Tunde Varga-Atkins at the Methods@Manchester Methods Fair on Creativity in Social Science Research, recorded session available on YouTube (https://www.youtube.com/watch?v=E9tF0C-75A8)
The document discusses practice-based research, which aims to advance knowledge through both practice and theory. Practice-based research results in an artifact, like a game, that embodies knowledge which can only fully be understood by examining the artifact. The document then discusses various methodological approaches that can inform practice-based research, including Aristotelian concepts of episteme, techne, and phronesis. It also discusses interpretive inquiry, hermeneutics, and iterative design processes.
The document discusses collaborative environments and intellectual property rights (IPR) management through the experience of the Leaning Lab. The Leaning Lab is a collaborative environment that brings together researchers, companies, and individuals to solve problems and develop new ideas and products. It provides services like problem solving, product development, and tools and methods. A key challenge addressed is how to properly track contributions to ideas generated in collaborative environments and assign IPR in a way that is objective, transparent and protects participants. The document outlines the Leaning Lab's IPR tracking system which aims to weigh and value each participant's contribution.
One Person's Journey in Practicing AnthropologyAmy L. Santee
油
際際滷s from my February 2014 talk for Dr. Jeremy Spoon's undergraduate Applied Anthropology class at Portland State University. Talking points include my educational history, career path, experience in UX research, and the evolution of my perspective on practicing anthropology, particularly in business settings.
This document discusses methodologies for researching creative industries and value creation. It proposes examining how stable emergents, such as group cultures and practices, develop from ephemeral emergents like interactions and ideas. Case studies of creative projects are used to identify how artistic, technical, and economic values interact over time to create value and shape trajectories, with the goal of understanding entrepreneurship in these systems.
Defense Ates Gursimsek Mutlimodal Semiotics and Collaborative DesignRobin Teigland
油
The document summarizes a thesis that examined how users of virtual worlds co-produce meaning through collaborative design. It provided a comprehensive theoretical background, analyzed data from three case studies using grounded theory and multimodal social semiotic analysis, and generated fascinating findings with implications for both theory and practice regarding the design of virtual spaces. The summary highlighted the academic rigor and timely relevance of the research question, thorough methodology, and rich insights into virtual world placemaking.
The document discusses value creation in creative industries and collaborative projects between artists and technologists. It proposes that value emerges through interactions between agents and structures over time. Three types of value creation models are identified: 1) creating conditions for creativity and reputation, 2) stabilizing emergent properties into codified knowledge, and 3) enabling monetary exchange for this knowledge. The role of higher education institutions and government in anticipating and stabilizing value emerging from creative projects is discussed.
Emerging practices of making/productionCindy Kohtala
油
This document provides guidance for a PhD student on researching concepts related to sustainability and emerging practices of making/production. It discusses choosing appropriate research methods and analysis approaches, including qualitative data collection through ethnography and interviews. The student is advised to clearly define their research question and phenomenon of study based on what they can actually access. When analyzing sustainability issues, using precise terminology and an explicit definition is important. The document also recommends being transparent about data collection and analysis processes.
The Recurated Museum: VII. Museum Exhibition Design through UXChristopher Morse
油
際際滷s from the seventh session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).
Course slides typically begin with a brief summary of the online discussions that occurred before the session.
Prototyping and Interdisciplinary Collaboration in Digital Media Design Pract...Marco Mason
油
This document summarizes Marco Mason's research on digital media design practices for museums. It discusses how design for museums involves constant collaboration between experts from different fields. It also examines the use and value of prototyping in the collaborative design process, noting that prototypes can help generate ideas, improve communication, catch mistakes early, and test interactions. The document reviews case studies from several museums and provides references on design theory, process, and the role of prototyping.
Contributions to the multidisciplinarity of computer science and ISSa誰d Assar
油
Les diapos de ma pr辿sentation HDR en informatique (CNU section 27) l'universit辿 Paris 1 Panth辿on Sorbonne le vendredi 20 janvier 2017. L'enregistrement vid辿o de la soutenance est visible sur https://www.youtube.com/watch?v=1ro_iaI-roA
--
際際滷s of my presentation for Habilitation (HDR) defense in computer science (Informatique section 27 CNU) at University Paris 1 Panth辿on Sorbonne on Friday January 2017.
Video recording is visible on https://www.youtube.com/watch?v=1ro_iaI-roA
Designers = Meta-epistemologists? Questions of practicing design in the spaces of beyond-knowledge and the not-yet. Presented at the IASDR, Seoul, Korea 2009.
By Hyaesook Yang, Ayako Fukuuchi, and Jordan Dalladay-Simpson.
Design for debate, an introduction to design fiction and my research topic (T...Max Mollon
油
Mollon, M. (2013 Mar. 19th). Design for debate, an introduction to my research topic. Presented at P担le sup辿rieur de design, DSAA Interaction Design program, Villefontaine (38), France. http://www.designvillefontaine.com/
Interdisciplinary techniques and methodologies for employing creativity across research practise.
Keywords: Post Digital Design; Context Engineering; Macroscopic Visualisation; Spacification
Abstract:
In the fourth ICT Work Programme under FP7; Objective 1 of Challenge 8: ICT for Creativity and Learning defines the research priorities and the expected impact as a better understanding of the potential of technology in human creative processes and fostering the synergy between understanding and enhancing human creativity, and new technologies
This lecture and workshop will focus on how we can bring some powerful creative design processes together with available analogue and digital technologies to explore the 'possibility space of our research practises.
One of the fundamental methods of employing creativity across research practice is to find methods and tools that review the construction, deconstruction, and reconstruction of the individual research landscape itself. Some of the other interdisciplinary techniques and methodologies for employing creativity across research practices will include:
1) Performing analogue and digital context engineering.
2) Re-navigating using macroscopic visualisation.
3) Exploring the content-form relationship involved in research writing.
Lugovi, S., oli, M., & Duner, I. (2014, January), Znanstveni pristup dizajnu informacijskih sustava, Design Science and Information Systems, Overview of Design Science models over the years presented @ International Scientific Conference On Printing & Design 2014
These three interdisciplinary creative projects show how value is created:
1) Sensory Threads explored biosensors and soundscapes through playful experimentation.
2) Gesture workshops captured motion data to connect technology and art.
3) MUPPITS is developing a new business model for film post-production using a systemic approach.
Ongoing research examines identifying, articulating, and stabilizing emergent business models and anticipating value creation through constant novelty and experimentation. Theories of emergence may help understand innovation and value.
Steps Towards a History of Ethnomethodology in HCI butest
油
This document provides a summary of steps towards developing a history of ethnomethodology in human-computer interaction (HCI) and computer-supported cooperative work (CSCW). It discusses the brief histories of HCI, CSCW, and ethnomethodology. It then examines how ethnomethodology has influenced HCI and CSCW research through studies of work practices involving technologies. The document concludes by exploring challenges of applying ethnomethodological insights to technology design and potential solutions such as developing a hybrid discipline that bridges ethnomethodology and design.
A learning scientist approach to modeling human cognition in individual and c...Margarida Romero
油
A learning scientist approach to modeling human cognition in individual and collaborative problem solving tasks. 12 f辿vrier 2021. Mini-cours. NeuroMod Institute. Universit辿 C担te d'Azur.
This presentation is for the class on Concept Design in Metropolia University of Applied Sciences. 13.10.2011. Students are doing a YAMK degree in Media Production.
Scaling Design Systems for Large Teams.pdfmsdelwarbd
油
際際滷 from an Online Session on 'Scaling Design Systems for Large Teams' organized by Designer Adda on Feb 22, 2025. In the session I have covered - What does scaling mean? When do we need to scale Design System and why? What are some of the challenges in the process of scaling?
One Person's Journey in Practicing AnthropologyAmy L. Santee
油
際際滷s from my February 2014 talk for Dr. Jeremy Spoon's undergraduate Applied Anthropology class at Portland State University. Talking points include my educational history, career path, experience in UX research, and the evolution of my perspective on practicing anthropology, particularly in business settings.
This document discusses methodologies for researching creative industries and value creation. It proposes examining how stable emergents, such as group cultures and practices, develop from ephemeral emergents like interactions and ideas. Case studies of creative projects are used to identify how artistic, technical, and economic values interact over time to create value and shape trajectories, with the goal of understanding entrepreneurship in these systems.
Defense Ates Gursimsek Mutlimodal Semiotics and Collaborative DesignRobin Teigland
油
The document summarizes a thesis that examined how users of virtual worlds co-produce meaning through collaborative design. It provided a comprehensive theoretical background, analyzed data from three case studies using grounded theory and multimodal social semiotic analysis, and generated fascinating findings with implications for both theory and practice regarding the design of virtual spaces. The summary highlighted the academic rigor and timely relevance of the research question, thorough methodology, and rich insights into virtual world placemaking.
The document discusses value creation in creative industries and collaborative projects between artists and technologists. It proposes that value emerges through interactions between agents and structures over time. Three types of value creation models are identified: 1) creating conditions for creativity and reputation, 2) stabilizing emergent properties into codified knowledge, and 3) enabling monetary exchange for this knowledge. The role of higher education institutions and government in anticipating and stabilizing value emerging from creative projects is discussed.
Emerging practices of making/productionCindy Kohtala
油
This document provides guidance for a PhD student on researching concepts related to sustainability and emerging practices of making/production. It discusses choosing appropriate research methods and analysis approaches, including qualitative data collection through ethnography and interviews. The student is advised to clearly define their research question and phenomenon of study based on what they can actually access. When analyzing sustainability issues, using precise terminology and an explicit definition is important. The document also recommends being transparent about data collection and analysis processes.
The Recurated Museum: VII. Museum Exhibition Design through UXChristopher Morse
油
際際滷s from the seventh session of the course "The Recurated Museum" by Sytze Van Herck & Christopher Morse at the University of Luxembourg (Summer Semester, 2020).
Course slides typically begin with a brief summary of the online discussions that occurred before the session.
Prototyping and Interdisciplinary Collaboration in Digital Media Design Pract...Marco Mason
油
This document summarizes Marco Mason's research on digital media design practices for museums. It discusses how design for museums involves constant collaboration between experts from different fields. It also examines the use and value of prototyping in the collaborative design process, noting that prototypes can help generate ideas, improve communication, catch mistakes early, and test interactions. The document reviews case studies from several museums and provides references on design theory, process, and the role of prototyping.
Contributions to the multidisciplinarity of computer science and ISSa誰d Assar
油
Les diapos de ma pr辿sentation HDR en informatique (CNU section 27) l'universit辿 Paris 1 Panth辿on Sorbonne le vendredi 20 janvier 2017. L'enregistrement vid辿o de la soutenance est visible sur https://www.youtube.com/watch?v=1ro_iaI-roA
--
際際滷s of my presentation for Habilitation (HDR) defense in computer science (Informatique section 27 CNU) at University Paris 1 Panth辿on Sorbonne on Friday January 2017.
Video recording is visible on https://www.youtube.com/watch?v=1ro_iaI-roA
Designers = Meta-epistemologists? Questions of practicing design in the spaces of beyond-knowledge and the not-yet. Presented at the IASDR, Seoul, Korea 2009.
By Hyaesook Yang, Ayako Fukuuchi, and Jordan Dalladay-Simpson.
Design for debate, an introduction to design fiction and my research topic (T...Max Mollon
油
Mollon, M. (2013 Mar. 19th). Design for debate, an introduction to my research topic. Presented at P担le sup辿rieur de design, DSAA Interaction Design program, Villefontaine (38), France. http://www.designvillefontaine.com/
Interdisciplinary techniques and methodologies for employing creativity across research practise.
Keywords: Post Digital Design; Context Engineering; Macroscopic Visualisation; Spacification
Abstract:
In the fourth ICT Work Programme under FP7; Objective 1 of Challenge 8: ICT for Creativity and Learning defines the research priorities and the expected impact as a better understanding of the potential of technology in human creative processes and fostering the synergy between understanding and enhancing human creativity, and new technologies
This lecture and workshop will focus on how we can bring some powerful creative design processes together with available analogue and digital technologies to explore the 'possibility space of our research practises.
One of the fundamental methods of employing creativity across research practice is to find methods and tools that review the construction, deconstruction, and reconstruction of the individual research landscape itself. Some of the other interdisciplinary techniques and methodologies for employing creativity across research practices will include:
1) Performing analogue and digital context engineering.
2) Re-navigating using macroscopic visualisation.
3) Exploring the content-form relationship involved in research writing.
Lugovi, S., oli, M., & Duner, I. (2014, January), Znanstveni pristup dizajnu informacijskih sustava, Design Science and Information Systems, Overview of Design Science models over the years presented @ International Scientific Conference On Printing & Design 2014
These three interdisciplinary creative projects show how value is created:
1) Sensory Threads explored biosensors and soundscapes through playful experimentation.
2) Gesture workshops captured motion data to connect technology and art.
3) MUPPITS is developing a new business model for film post-production using a systemic approach.
Ongoing research examines identifying, articulating, and stabilizing emergent business models and anticipating value creation through constant novelty and experimentation. Theories of emergence may help understand innovation and value.
Steps Towards a History of Ethnomethodology in HCI butest
油
This document provides a summary of steps towards developing a history of ethnomethodology in human-computer interaction (HCI) and computer-supported cooperative work (CSCW). It discusses the brief histories of HCI, CSCW, and ethnomethodology. It then examines how ethnomethodology has influenced HCI and CSCW research through studies of work practices involving technologies. The document concludes by exploring challenges of applying ethnomethodological insights to technology design and potential solutions such as developing a hybrid discipline that bridges ethnomethodology and design.
A learning scientist approach to modeling human cognition in individual and c...Margarida Romero
油
A learning scientist approach to modeling human cognition in individual and collaborative problem solving tasks. 12 f辿vrier 2021. Mini-cours. NeuroMod Institute. Universit辿 C担te d'Azur.
This presentation is for the class on Concept Design in Metropolia University of Applied Sciences. 13.10.2011. Students are doing a YAMK degree in Media Production.
Scaling Design Systems for Large Teams.pdfmsdelwarbd
油
際際滷 from an Online Session on 'Scaling Design Systems for Large Teams' organized by Designer Adda on Feb 22, 2025. In the session I have covered - What does scaling mean? When do we need to scale Design System and why? What are some of the challenges in the process of scaling?
Secrets of International Press Conferences. www.prsinternationalgroup.com, ww...SanskarTiwari20
油
Secrets of International Press Conferences
Unlocking the Power of Global Public Relations and Media Outreach www.prsinternationalgroup.com, www.pressconference.co.in #PRS #Press #Conference #International #Media #Management #World #PPT
Interior architecture is something that completely focuses on the interior and its functionality for human occupancy. Interior architecture simply blends art & science in order to create, restore, or readapt the inside of various different buildings, such as residential homes, offices, or other interior areas.
Ugly Jewelry Bold and Unconventional Accessories for Unique Stylemarketingclippingwor1
油
Explore the world of ugly jewelry with bold, quirky, and unconventional designs. From bizarre earrings to unique necklaces, embrace a daring style that stands out.
Free PowerPoint Template provides high-quality, professional presentation slides for various needs. Be it a business, school, or even personal projects, these templates are guaranteed to make an eye-catching and nicely organized presentation. Users can search for templates that feature modern designs, easy customization and compatibility on both PowerPoint and Google 際際滷s.
At Free PPTX Template, the goal is to ensure that the users are provided with free slideshow templates which are easy to use and improve the quality of the presentation. Accompanied by a vast range of themes and styles, editing and adjusting the slides to a different set of requirements becomes an easy task. These templates come in handy for everyone; Professionals, Students, and anyone who seeks to better their presentation skills.
4. The trap of dominant narratives
Museum robot example
Robot as
museum
guide
DN 1: robots =
more efficiency,
better lifestyle
Robot as
tool for
museum
guide
DN 2: robots =
threat for
humans,
replacement
DESIGN &
PROTOTYPING
DESIGN &
PROTOTYPING
5. The trap of dominant narratives
Museum robot example
Robot as
museum
guide
Efficiency
&
naturalness
DN 1: robots =
more efficiency,
better lifestyle
Robot as
tool for
museum
guide
Usability
DN 2: robots =
threat for
humans,
replacement
DESIGN &
PROTOTYPING
DESIGN &
PROTOTYPING
EVALUATION EVALUATION
6. The trap of dominant narratives
Museum robot example
Robot as
museum
guide
Efficiency
&
naturalness
DN 1: robots =
more efficiency,
better lifestyle
Robot as
tool for
museum
guide
Usability
DN 2: robots =
threat for
humans,
replacement
DESIGN &
PROTOTYPING
DESIGN &
PROTOTYPING
EVALUATION EVALUATION
7. Shifting from normative to explorative approaches
E.g. "User Centred Design attempts to
impose order on situations and steer them
in particular directions [] in order to
produce a more humane technology1
1 _ Garrety, Karin, and Richard Badham. "User-centered design and the normative politics of technology."油Science, Technology, & Human
Values油29, no. 2 (2004): 191-212.
How can we investigate narratives and their design implications?
how things should be designed
8. Critical design practice [] aims to present and de鍖ne interrogative,
discursive, and experimental approaches in design and research.
Critical design practice o鍖ers a means to use product design as a
medium to focus on concerns both central to the discipline and
beyond normal disciplinary bounds. 2
Critique through design
Of how things should be designed
2 _ Malpass, Matt.油Critical design in context: History, theory, and practices. Bloomsbury Publishing, 2017.
3 _ Elisa Giaccardi (2019).油From Prototypes to Data-enabled Artifacts: Histories and Futures of Research through Design.
4 _ James Pierce (2014). On the presentation and production of design research artifacts in HCI.
Design artefacts as critical tools for
Re鍖ecting on the design activity3,4
Establishing critical areas of concern3
Advocating for research agendas and approaches4
Communicating abstract concepts4
9. Three examples from design practice:
Montessori Materials
Archizoom radical furniture
Automato para-products
10. Montessori
Materials
Houses of Children
Dominant perspective:
scienti鍖c pedagogy
narratives:
Control
Containment
Error
Punishment
Knowledge transfer
Counter-perspective:
experimental pedagogy
narratives:
Exploration and experience
Freedom
Knowledge construction
11. Montessori
Materials
Questioning current theories through practice and things
Extracting knowledge about child learning and
development through observation of children interaction
with tangible artefacts
Crafting and using tangible artefacts for translating
educational principles into real experiences
13. Archizoom
radical furniture
Claiming a theoretical function in everyday objects
through experimentations of forms and materials.
Opposing to rigor, geometry and rationalism through
playfulness, color and decoration.
Use of furniture as a mean for creating synthesis
between thought and language, intuition and reason,
translating philosophies in form.
14. Believe it yourself
Automato
para-products
Dominant perspective: AI
utopia / distopia
narratives:
E鍖ciency VS diminishment
Objectiveness VS bias
Liberations VS replacement
Counter-perspective: things
fallacies
narratives:
Dumbness
Mutuality
Sociality
15. Crafting tangible artefacts for translating political
concept in something that can be easily grasped.
Questioning believes about AI/robots abilities and our
relationship with it through things.
Enabling people experience the concepts of things
perspective and entanglement in a easy but inspirational
way.
Automato
para-products
16. Design artefacts as critical tools
Embodied Manifestos
Theoretically / conceptually loaded
Historically connoted (materials, forms, techniques)
Discussion enablers
Readable
Audience-dependent
Claiming / Translating
Questioning / Opposing
can be used for
17. Artefacts that translate and exemplify abstract concepts
and narratives surrounding a theme (AI) into design ideas5,
that, if used to invite the audience to re鍖ect and act, can
serve as manifesto pieces6.
Embodied Manifestos
5 _ Lim, Y. K., Stolterman, E., & Tenenberg, J. (2008). The anatomy of prototypes: Prototypes as 鍖lters, prototypes as manifestations of design
ideas.油ACM Transactions on Computer-Human Interaction (TOCHI),油15(2), 7.
6 _ Bowers, J. (2012, June). The logic of annotated portfolios: communicating the value of 'research through design'. In油Proceedings of the
Designing Interactive Systems Conference pp. 68-77). ACM.
19. Dunne and Raby, 2007
Technological dreams series: Robots
Oren Zuckerman et al., 2018
The greeting machine.
Embodied Manifestos of AI
Examples from design practice
Narratives
of autonomy
Narratives of
anthropomorphism
20. Pia-Marie Stute, 2017
Accessories of the paranoid
Automato Farm. 2019
Believe it Yourself
Embodied Manifestos of AI
Examples from design practice
Narratives
of privacy
Narratives
of reliability
21. Designing (AI)
Explorative approach through Embodied Manifestos
- Implicit knowledge
- Lack of evaluation
- gallery pieces
Artistic interventions?
22. 7 _ Michael Mateas. 2001. Expressive AI: a hybrid art and
science practice. Leonardo, MIT Press.
Mundane
concretisations
Artists are concerned with building artifacts that convey
complex meanings, often layering meanings, playing with
ambiguities and exploring the liminal region between opaque
mystery and interpretability. Thus, the [] concept de鍖ning
any particular AI-based artwork will be an interrelated set of
concerns, perhaps not fully explicable without documenting
the functioning of the piece itself.7
EM-AI
negotiation of meaning
through audience
engagement
generation of alternative
viewpoints from which to
redesign AI
enabling experience of
AI-related complex issues
Artistic
abstractions
E-AI
TRANSLATION
THROUGH
METAPHORS
TRANSLATION
THROUGH
ALLEGORIES
Embodied Manifestos of AI VS Artefacts of Expressive AI
23. Research through Embodied Manifestos
Narrative
alternatives
Observation of
EM in action
Production of
knowledge