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Context of Design: vision in design research




            Tung Jen Tsai, Faculty of Engineering, Division of Design Science, Chiba University, Japan

2010   10   5
Self Portrait
       -    was born in Taipei, Taiwan.
       -    3 years experience in Marketing and Design Communication in IT company
       -    entered to Graduate School of Industrial Design, Cheng-Kung University, Tainan, Taiwan.
       -    entered to Ph.D. Programme, Division of Design Science, Chiba University, Chiba, Japan




2010   10    5
Self Portrait
       -    was born in Taipei, Taiwan.
       -    3 years experience in Marketing and Design Communication in IT company
       -    entered to Graduate School of Industrial Design, Cheng-Kung University, Tainan, Taiwan.
       -    entered to Ph.D. Programme, Division of Design Science, Chiba University, Chiba, Japan

       -    member of IxDesignLab Taiwan, biggest interest group of interaction design with
            overseas chinese.
       -    coordinator in workshops of Interaction Jam! Workshop, Renaissance with Nature
            workshop, and so on.
       -    main arrangement of CHOTERIE, will present works in Tokyo Designers Week, 2010




2010   10    5
Chiba University:




                          40 mins
                60 mins




2010   10   5
SPD: Service Product Design Lab




2010   10   5
Background of SPD
                1980




                1990         2000


                       GUI


                2010




2010   10   5
Exploration




2010   10   5
What is interaction?




2010   10   5
Human-Machine Interaction
                                   Since 1950
                                     Control panel
                                           NASA




2010   10   5
Computer-Human Interaction
                                             Since 1960
                                 Arti?cial Intelligence
                                         Cybernetics
                                           Ubiquitous




2010   10   5
Human-Computer Interaction
                                    Since 1970
                                     Cognition
                                     Perception
                                      Adaptive




2010   10   5
Social Interaction
                                                             Since 1980
                                       Distance workspace
                Computer-supported cooperative work(CSCW)
                                   Collaborative computing




2010   10   5
Physical Interaction
                                                     Since 1990

                Tangible and embedded interactions
                                  Affective Haptic
                              Perceptual Interface




2010   10   5
History of exploration
                Perception                                                              Tangible computing
                                                                                            Tangible Computing

                                                                                                                           Collaborative Computing
                                                                                                                           Collaborative computing
                                                                                                               Google Wave(¡¯ 09)
                                            Augment Reallity (¡¯ 04)                        iPhone(¡¯ 07)
                                                                                            Wii (¡¯ 07)

                                                                                                   Google Document(¡¯ 05)
                                                             Embodied Interaction (¡¯ 04)
                      Human




                                                                   iPod(¡¯ 01)                   iTunes(¡¯ 01)
                                                                                                                                       Ubiquitous(¡¯ 99)
                                                   Music bottle (¡¯ 98)

                                                                                 i-Mode(¡¯ 97)
                                               metaDESK(¡¯ 96)
                                        Palm(¡¯ 95)



                                                                                                                           Virtual Reality(¡¯ 91)
                                                                         Microsoft Office (¡¯ 90)


                               Multi-touch(¡¯ 82)                                   Lotus (¡¯ 83)
                                                   E-mail (¡¯ 82)
                                GUI(¡¯ 74)

                              Mouse(¡¯ 63)
                                                                                                                                                    Product or Service
                                                                                                                                                    Project or Vision
                Cognition

                              Visible                                      Computer                                          Invisible


2010   10   5
How to design interactions?




2010   10   5
Workshop




2010   10   5
Workshops
   Human lanscape design workshop, Tainan, Taiwan, 2005
   Nightmarket design workshop, Taipei, Taiwan, 2006
   International Workshop of Interactive Creativity & Design,Yulin, Taiwan, 2006
   Mobile city, Rotterdam, Netherlands, 2008
   Fun in ?nancial service, Milano, Italy, 2008
   Contextmapping workshop, Tokyo, Japan, 2008
   Interaction Jam! design workshop, Taipei, Taiwan, 2008
   2010: imagine mobile lifestyle, Tokyo, Japan, 2009
   Renaissance with nature, Taipei, Taiwan, 2009
   Ideasketch workshop, Tokyo, Japan, 2010
   Hardware sketch, Tokyo, Japan, 2010
   Choterie: designing interaction for mid-age, Tokyo, Japan, 2010
   Designing af?nity for interaction workshop, Chiba, Japan,2010


2010   10   5
Constraints
       Physical      Novel tech                 Renaissance
       Age           Hardware                   Co-experience
       Bodily        Software                   Color synthesia
       Product       Augment-ware               Dominations
       Spatial       Virtual-ware               Stakeholder
       Situational   Embedded system            Location
       Touchpoint    Physical computing         Landscape
       Protocol      Wireless                   Viewpoint
       Emotional     Material                   Future for 2030
       Form          Mechanics                  Narrative
       Movement      Structure                  Re?ective
       Semantic      Phenomena                  Critical
       Affective     Sustainable                Pervasive
       Kansei        Mobile-social activities   Ubiquitous


2010   10   5
Output?

 Constraints

                Idea
                       Concepts
                                  Solutions
                                              Sketch


                                                 time

2010   10   5
Output?

 Constraints

                Idea
                       Concepts
                                  Solutions
                                              Sketch
                                                        Prototype

                                                 time

2010   10   5
Prototyping!




2010   10   5
Reasons of Prototyping


                             The prototyping is the embodied
                           process from essential expressions from
                           designing interactions, and proposing a
                           plan to connect virtual ideas and real
                           world.




                                           Project: Waiter Cup
2010   10   5
Jin-Hua [           ]




                A project by the Offenbach Academy of Art and Design and the
                botanical gardens Palmengarten of the city of Frankfurt/Main

2010   10   5
Fun




2010   10   5
Funology
                    This book re?ects the move in Human Computer
                  Interaction studies from standard usability concerns
                  towards a wider set of problems to do with fun,
                  enjoyment, aesthetics and the experience of use.
                  Traditionally HCI has been concerned with work
                  and task based applications but as digital
                  technologies proliferate in the home fun becomes
                  an important issue. There is an established body of
                  knowledge and a range of techniques and methods
                  for making products and interfaces usable, but far
                  less is known about how to make them enjoyable.
                  Perhaps in the future there will be a body of
                  knowledge and a set of techniques for assessing the
                  pleasure of interaction that will be as thorough as
                  those that currently assess usability.
                                            - cite from <amazon.com>



2010   10   5
Piano Stairs




2010   10   5
How to design interactions?




2010   10   5
Why interactions?




2010   10   5
Implicit and Explicit Interactions

                            Multi-sensor device
                       Usability                Augment Reality
                Multi-touch      Interface Context-awareness
                       Tactile                  Social Network
                         Media




2010   10   5
Implicit and Explicit Interactions

                            Multi-sensor device
                       Usability                Augment Reality
                Multi-touch      Interface Context-awareness
                       Tactile                  Social Network
                         Media


                                   Activities




2010   10   5
Implicit and Explicit Interactions

                            Multi-sensor device
                       Usability                Augment Reality
                Multi-touch      Interface Context-awareness
                       Tactile                  Social Network
                         Media


                                   Activities



                                    Perception




2010   10   5
Implicit and Explicit Interactions

                            Multi-sensor device
                       Usability                Augment Reality
                Multi-touch      Interface Context-awareness
                       Tactile                  Social Network
                         Media


                                   Activities



                                    Perception
                      Emotions




2010   10   5
Implicit and Explicit Interactions

                            Multi-sensor device
                       Usability                Augment Reality
                Multi-touch      Interface Context-awareness
                       Tactile                  Social Network
                         Media


                                   Activities



                                    Perception
                      Emotions


                                         Kansei


2010   10   5
Implicit and Explicit Interactions

                            Multi-sensor device
                       Usability                Augment Reality
                Multi-touch      Interface Context-awareness
                       Tactile                  Social Network
                         Media

                          Tangible
                                     Activities



                                     Perception
                      Emotions


                                           Kansei


2010   10   5
Implicit and Explicit Interactions

                            Multi-sensor device
                       Usability                Augment Reality
                Multi-touch      Interface Context-awareness
                       Tactile                  Social Network
                         Media

                          Tangible
                                     Activities
                                                    Spatial


                                     Perception
                      Emotions


                                           Kansei


2010   10   5
Implicit and Explicit Interactions

                                   Multi-sensor device
                              Usability                Augment Reality
                       Multi-touch      Interface Context-awareness
                              Tactile                  Social Network
                                Media

                                  Tangible
                                             Activities
                                                            Spatial


                                             Perception
                              Emotions


                                                   Kansei
                Social-cultural

2010   10   5
Implicit and Explicit Interactions

                                   Multi-sensor device
                              Usability                Augment Reality
                       Multi-touch      Interface Context-awareness
                              Tactile                  Social Network
                                Media

                                  Tangible
                                             Activities
                                                            Spatial


                                             Perception
                              Emotions


                                                   Kansei
                                                                      Ethics
                Social-cultural

2010   10   5
Implicit and Explicit Interactions

                                   Multi-sensor device
                              Usability                Augment Reality
                       Multi-touch      Interface Context-awareness
                              Tactile                  Social Network
                                Media

                                  Tangible
                                             Activities
                                                             Spatial


                                             Perception
                              Emotions


                                                   Kansei
                                                                       Ethics
                Social-cultural                           Aesthetics
2010   10   5
Implicit and Explicit Interactions

                                   Multi-sensor device
                              Usability                Augment Reality
                       Multi-touch      Interface Context-awareness
                              Tactile                  Social Network
                                Media

                                      Tangible
                                                 Activities
                                                                 Spatial
                                  Experience

                                                 Perception
                              Emotions


                                                       Kansei
                                                                           Ethics
                Social-cultural                               Aesthetics
2010   10   5
Implicit and Explicit Interactions

                                   Multi-sensor device
                              Usability                Augment Reality
                       Multi-touch      Interface Context-awareness
                              Tactile                  Social Network
                                Media       Augment
                                      Tangible
                                                 Activities
                                                                 Spatial
                                  Experience

                                                 Perception
                              Emotions


                                                       Kansei
                                                                           Ethics
                Social-cultural                               Aesthetics
2010   10   5
Implicit and Explicit Interactions

                                   Multi-sensor device
                              Usability                Augment Reality
                       Multi-touch      Interface Context-awareness
                              Tactile                  Social Network
                                Media       Augment
                                      Tangible           Stimuli
                                                 Activities
                                                                 Spatial
                                  Experience

                                                 Perception
                              Emotions


                                                       Kansei
                                                                           Ethics
                Social-cultural                               Aesthetics
2010   10   5
Implicit and Explicit Interactions

                                   Multi-sensor device
                              Usability                Augment Reality
                       Multi-touch      Interface Context-awareness
                              Tactile                  Social Network
                                Media       Augment
                                      Tangible           Stimuli
                                                 Activities
                                                                 Spatial
                                  Experience

                                                 Perception
                              Emotions
                                           Movement
                                                  Kansei
                                                                           Ethics
                Social-cultural                               Aesthetics
2010   10   5
Implicit and Explicit Interactions

                                   Multi-sensor device
                              Usability                Augment Reality
                       Multi-touch      Interface Context-awareness
                              Tactile                  Social Network
                                Media       Augment
                                      Tangible           Stimuli
                                                 Activities
                                                                 Spatial
                                  Experience                  Semantic

                                                 Perception
                              Emotions
                                           Movement
                                                  Kansei
                                                                           Ethics
                Social-cultural                               Aesthetics
2010   10   5
Implicit and Explicit Interactions

                                   Multi-sensor device
                              Usability                Augment Reality
                       Multi-touch      Interface Context-awareness
                              Tactile                  Social Network
                                Media       Augment
                                      Tangible           Stimuli
                                                 Activities
                                                                 Spatial
                                  Experience                  Semantic
                                                                           Haptic
                                                 Perception
                              Emotions
                                           Movement
                                                  Kansei
                                                                                Ethics
                Social-cultural                               Aesthetics
2010   10   5
Implicit and Explicit Interactions

                                   Multi-sensor device
                              Usability                Augment Reality
                       Multi-touch      Interface Context-awareness
                              Tactile                  Social Network
                                Media       Augment
                                      Tangible           Stimuli
                                                 Activities
                                                                 Spatial
                                  Experience                  Semantic
                                                                           Haptic
                                                 Perception
                              Emotions
                                        Movement
                             Cognitions        Kansei
                                                                                Ethics
                Social-cultural                               Aesthetics
2010   10   5
Gravity



                NASA's SOHO Sees Sun Popping Out All Over, All copyrights are reserved by NASA/GSFC/SOHO

2010   10   5
2010   10   5
2010   10   5
2010   10   5
2010   10   5
2010   10   5
Synergy in designing interaction

                                         Sponsor


                Designer
                                                  Media Watch
                 Engineer
                (Tech Coach, Tech Led)            ¡°Air Color¡±
                Researcher


                                         Impact

2010   10   5
Synergy on impact

                                         Sponsor
                                                   Media Watch
                Designer                      Product or Service
                 Engineer                     Tech Platform
                (Tech Coach, Tech Led)


                Researcher                    Kansei Actuator


                                         Impact

2010   10   5
Vision



2010   10   5
Vision in research


                         Vision
                    concept/principle                                     >100 years


                  User¡¯s need                                             - 10 years
                        Application



                      Technology                                           - 2 years


                  reference: ishii hiroshi,   , Axis Gallery, 2009.1.15

2010   10   5
The best way to predict the future is to invent it.

                                                     - Alan Kay




2010   10   5

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ºÝºÝߣs original

  • 1. Context of Design: vision in design research Tung Jen Tsai, Faculty of Engineering, Division of Design Science, Chiba University, Japan 2010 10 5
  • 2. Self Portrait - was born in Taipei, Taiwan. - 3 years experience in Marketing and Design Communication in IT company - entered to Graduate School of Industrial Design, Cheng-Kung University, Tainan, Taiwan. - entered to Ph.D. Programme, Division of Design Science, Chiba University, Chiba, Japan 2010 10 5
  • 3. Self Portrait - was born in Taipei, Taiwan. - 3 years experience in Marketing and Design Communication in IT company - entered to Graduate School of Industrial Design, Cheng-Kung University, Tainan, Taiwan. - entered to Ph.D. Programme, Division of Design Science, Chiba University, Chiba, Japan - member of IxDesignLab Taiwan, biggest interest group of interaction design with overseas chinese. - coordinator in workshops of Interaction Jam! Workshop, Renaissance with Nature workshop, and so on. - main arrangement of CHOTERIE, will present works in Tokyo Designers Week, 2010 2010 10 5
  • 4. Chiba University: 40 mins 60 mins 2010 10 5
  • 5. SPD: Service Product Design Lab 2010 10 5
  • 6. Background of SPD 1980 1990 2000 GUI 2010 2010 10 5
  • 9. Human-Machine Interaction Since 1950 Control panel NASA 2010 10 5
  • 10. Computer-Human Interaction Since 1960 Arti?cial Intelligence Cybernetics Ubiquitous 2010 10 5
  • 11. Human-Computer Interaction Since 1970 Cognition Perception Adaptive 2010 10 5
  • 12. Social Interaction Since 1980 Distance workspace Computer-supported cooperative work(CSCW) Collaborative computing 2010 10 5
  • 13. Physical Interaction Since 1990 Tangible and embedded interactions Affective Haptic Perceptual Interface 2010 10 5
  • 14. History of exploration Perception Tangible computing Tangible Computing Collaborative Computing Collaborative computing Google Wave(¡¯ 09) Augment Reallity (¡¯ 04) iPhone(¡¯ 07) Wii (¡¯ 07) Google Document(¡¯ 05) Embodied Interaction (¡¯ 04) Human iPod(¡¯ 01) iTunes(¡¯ 01) Ubiquitous(¡¯ 99) Music bottle (¡¯ 98) i-Mode(¡¯ 97) metaDESK(¡¯ 96) Palm(¡¯ 95) Virtual Reality(¡¯ 91) Microsoft Office (¡¯ 90) Multi-touch(¡¯ 82) Lotus (¡¯ 83) E-mail (¡¯ 82) GUI(¡¯ 74) Mouse(¡¯ 63) Product or Service Project or Vision Cognition Visible Computer Invisible 2010 10 5
  • 15. How to design interactions? 2010 10 5
  • 17. Workshops Human lanscape design workshop, Tainan, Taiwan, 2005 Nightmarket design workshop, Taipei, Taiwan, 2006 International Workshop of Interactive Creativity & Design,Yulin, Taiwan, 2006 Mobile city, Rotterdam, Netherlands, 2008 Fun in ?nancial service, Milano, Italy, 2008 Contextmapping workshop, Tokyo, Japan, 2008 Interaction Jam! design workshop, Taipei, Taiwan, 2008 2010: imagine mobile lifestyle, Tokyo, Japan, 2009 Renaissance with nature, Taipei, Taiwan, 2009 Ideasketch workshop, Tokyo, Japan, 2010 Hardware sketch, Tokyo, Japan, 2010 Choterie: designing interaction for mid-age, Tokyo, Japan, 2010 Designing af?nity for interaction workshop, Chiba, Japan,2010 2010 10 5
  • 18. Constraints Physical Novel tech Renaissance Age Hardware Co-experience Bodily Software Color synthesia Product Augment-ware Dominations Spatial Virtual-ware Stakeholder Situational Embedded system Location Touchpoint Physical computing Landscape Protocol Wireless Viewpoint Emotional Material Future for 2030 Form Mechanics Narrative Movement Structure Re?ective Semantic Phenomena Critical Affective Sustainable Pervasive Kansei Mobile-social activities Ubiquitous 2010 10 5
  • 19. Output? Constraints Idea Concepts Solutions Sketch time 2010 10 5
  • 20. Output? Constraints Idea Concepts Solutions Sketch Prototype time 2010 10 5
  • 22. Reasons of Prototyping The prototyping is the embodied process from essential expressions from designing interactions, and proposing a plan to connect virtual ideas and real world. Project: Waiter Cup 2010 10 5
  • 23. Jin-Hua [ ] A project by the Offenbach Academy of Art and Design and the botanical gardens Palmengarten of the city of Frankfurt/Main 2010 10 5
  • 24. Fun 2010 10 5
  • 25. Funology This book re?ects the move in Human Computer Interaction studies from standard usability concerns towards a wider set of problems to do with fun, enjoyment, aesthetics and the experience of use. Traditionally HCI has been concerned with work and task based applications but as digital technologies proliferate in the home fun becomes an important issue. There is an established body of knowledge and a range of techniques and methods for making products and interfaces usable, but far less is known about how to make them enjoyable. Perhaps in the future there will be a body of knowledge and a set of techniques for assessing the pleasure of interaction that will be as thorough as those that currently assess usability. - cite from <amazon.com> 2010 10 5
  • 27. How to design interactions? 2010 10 5
  • 29. Implicit and Explicit Interactions Multi-sensor device Usability Augment Reality Multi-touch Interface Context-awareness Tactile Social Network Media 2010 10 5
  • 30. Implicit and Explicit Interactions Multi-sensor device Usability Augment Reality Multi-touch Interface Context-awareness Tactile Social Network Media Activities 2010 10 5
  • 31. Implicit and Explicit Interactions Multi-sensor device Usability Augment Reality Multi-touch Interface Context-awareness Tactile Social Network Media Activities Perception 2010 10 5
  • 32. Implicit and Explicit Interactions Multi-sensor device Usability Augment Reality Multi-touch Interface Context-awareness Tactile Social Network Media Activities Perception Emotions 2010 10 5
  • 33. Implicit and Explicit Interactions Multi-sensor device Usability Augment Reality Multi-touch Interface Context-awareness Tactile Social Network Media Activities Perception Emotions Kansei 2010 10 5
  • 34. Implicit and Explicit Interactions Multi-sensor device Usability Augment Reality Multi-touch Interface Context-awareness Tactile Social Network Media Tangible Activities Perception Emotions Kansei 2010 10 5
  • 35. Implicit and Explicit Interactions Multi-sensor device Usability Augment Reality Multi-touch Interface Context-awareness Tactile Social Network Media Tangible Activities Spatial Perception Emotions Kansei 2010 10 5
  • 36. Implicit and Explicit Interactions Multi-sensor device Usability Augment Reality Multi-touch Interface Context-awareness Tactile Social Network Media Tangible Activities Spatial Perception Emotions Kansei Social-cultural 2010 10 5
  • 37. Implicit and Explicit Interactions Multi-sensor device Usability Augment Reality Multi-touch Interface Context-awareness Tactile Social Network Media Tangible Activities Spatial Perception Emotions Kansei Ethics Social-cultural 2010 10 5
  • 38. Implicit and Explicit Interactions Multi-sensor device Usability Augment Reality Multi-touch Interface Context-awareness Tactile Social Network Media Tangible Activities Spatial Perception Emotions Kansei Ethics Social-cultural Aesthetics 2010 10 5
  • 39. Implicit and Explicit Interactions Multi-sensor device Usability Augment Reality Multi-touch Interface Context-awareness Tactile Social Network Media Tangible Activities Spatial Experience Perception Emotions Kansei Ethics Social-cultural Aesthetics 2010 10 5
  • 40. Implicit and Explicit Interactions Multi-sensor device Usability Augment Reality Multi-touch Interface Context-awareness Tactile Social Network Media Augment Tangible Activities Spatial Experience Perception Emotions Kansei Ethics Social-cultural Aesthetics 2010 10 5
  • 41. Implicit and Explicit Interactions Multi-sensor device Usability Augment Reality Multi-touch Interface Context-awareness Tactile Social Network Media Augment Tangible Stimuli Activities Spatial Experience Perception Emotions Kansei Ethics Social-cultural Aesthetics 2010 10 5
  • 42. Implicit and Explicit Interactions Multi-sensor device Usability Augment Reality Multi-touch Interface Context-awareness Tactile Social Network Media Augment Tangible Stimuli Activities Spatial Experience Perception Emotions Movement Kansei Ethics Social-cultural Aesthetics 2010 10 5
  • 43. Implicit and Explicit Interactions Multi-sensor device Usability Augment Reality Multi-touch Interface Context-awareness Tactile Social Network Media Augment Tangible Stimuli Activities Spatial Experience Semantic Perception Emotions Movement Kansei Ethics Social-cultural Aesthetics 2010 10 5
  • 44. Implicit and Explicit Interactions Multi-sensor device Usability Augment Reality Multi-touch Interface Context-awareness Tactile Social Network Media Augment Tangible Stimuli Activities Spatial Experience Semantic Haptic Perception Emotions Movement Kansei Ethics Social-cultural Aesthetics 2010 10 5
  • 45. Implicit and Explicit Interactions Multi-sensor device Usability Augment Reality Multi-touch Interface Context-awareness Tactile Social Network Media Augment Tangible Stimuli Activities Spatial Experience Semantic Haptic Perception Emotions Movement Cognitions Kansei Ethics Social-cultural Aesthetics 2010 10 5
  • 46. Gravity NASA's SOHO Sees Sun Popping Out All Over, All copyrights are reserved by NASA/GSFC/SOHO 2010 10 5
  • 47. 2010 10 5
  • 48. 2010 10 5
  • 49. 2010 10 5
  • 50. 2010 10 5
  • 51. 2010 10 5
  • 52. Synergy in designing interaction Sponsor Designer Media Watch Engineer (Tech Coach, Tech Led) ¡°Air Color¡± Researcher Impact 2010 10 5
  • 53. Synergy on impact Sponsor Media Watch Designer Product or Service Engineer Tech Platform (Tech Coach, Tech Led) Researcher Kansei Actuator Impact 2010 10 5
  • 54. Vision 2010 10 5
  • 55. Vision in research Vision concept/principle >100 years User¡¯s need - 10 years Application Technology - 2 years reference: ishii hiroshi, , Axis Gallery, 2009.1.15 2010 10 5
  • 56. The best way to predict the future is to invent it. - Alan Kay 2010 10 5