Session:「Design Aesthetics」

The Value of Empty Space for Design

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173623

論文アブストラクト: We present a study on a group of people who, upon adopting a new lifestyle movement, have discovered and constructed alternative aspects of space. Drawing on 23 interviews with minimalists and participant observations of their Meetup meetings, we highlight the central role of empty space in their lives at home. Our findings show how empty space for minimalists emerge as a new, hitherto unknown space in the home and the ways minimalists seek to create, maintain, and stay sensitive to these empty spaces. Empty spaces for minimalists signify their achievements, exudes aesthetic appeal, and provide a sanctuary away from city life. We propose new opportunities for design based on our findings of empty space. We suggest that design should consider supporting the practices and values that revolve around the absence of artifacts.

日本語のまとめ:

ミニマリストに焦点を当て、空きスペースの役割を調査した。彼らにとって空きスペースは達成を感じさせる、美的な魅力を持つ、生活から離れた神聖な場所であるということが分わかった。その後、空きスペースのデザインについて議論した。

Attending to Slowness and Temporality with Olly and Slow Game: A Design Inquiry Into Supporting Longer-Term Relations with Everyday Computational Objects

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173651

論文アブストラクト: Slowness has emerged as a rich lens to frame HCI investigations into supporting longer-term human-technology relations. Yet, there is a need to further address how we design for slowness on conceptual and practical levels. Drawing on the concepts of unawareness, intersections, and ensembles, we contribute an investigation into designing for slowness and temporality grounded in design practice through two cases: Olly and Slow Game. We designed these artifacts over two and a half years with careful attention to how the set of concepts influenced key design decisions in terms of their form, materials, and computational qualities. Our designer-researcher approach revealed that, when put into practice, the concepts helped generatively grapple with slowness and temporality, but are in need of further development to be mobilized for design. We critically reflect on insights emerging across our practice-based research to reflexively refine the concepts and better support future HCI research and practice.

日本語のまとめ:

2年半にわたり、音楽プレイヤーOllyと、シンプルなゲームSlow Gameの2つを設計した。その中で、「遅さ」「儚さ」という時間の概念の設計について調査した。

Understanding Artefact and Process Challenges for Designing Low-Res Lighting Displays

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3173833

論文アブストラクト: Low-resolution (low-res) lighting displays are increasingly used by HCI researchers, designers, and in the industry as a versatile and aesthetic medium for deploying ambient interfaces in various contexts. These display types distinguish themselves from conventional high-res screens through: high contrasts, hi-power LED technology which allows visibility even in bright environments, and their ability to take on three-dimensional free forms. However, to date most work on low-res displays has been either of experimental nature or carried out in isolated industry contexts. This paper addresses this gap through an analysis of our own experiences from previous experimental design studies and related work, which led us to five domain challenges for designing low-res displays. We then describe how we approached these challenges in a deployment study, which involved the implementation of a prototype guided by a low-res prototyping toolkit. Based on an analysis of our design process and findings from the deployment study, we present ten design recommendations for low-res lighting displays.

日本語のまとめ:

低解像度照明ディスプレイは、実験的であったり、限られた用途でしか利用されていない。これを解消すべく、低コストのツールキットを実装し、設計手法を提示した。家庭内などの多様な用途での活用を提案した。

Lessons from the Woodshop: Cultivating Design with Living Materials

論文URL: http://dl.acm.org/citation.cfm?doid=3173574.3174159

論文アブストラクト: This paper describes an eighteen-month ethnography of timber framing at a tiny house construction program in Port Townsend, Washington. This case exposes the intricate, ongoing processes that define a project where people learn to imagine, create, and ultimately maintain living materials. This case sheds light on the nature and scope of interaction design with living materials, an area of growing significance to HCI scholarship on new materials, sustainable design, and digital fabrication. Drawing from this project, we distill five lessons for design with living, finite materials. We end by discussing three emerging areas for HCI: designing for material recuperation, collaborating with more-than-human actors, and approaching material properties as prototyping sites.

日本語のまとめ:

ワシントン州の小さな木造住宅建築プログラムでの18か月間のエスノグラフィーを行った。そして、HCI分野における天然素材について、素材の回復のための設計や物質的特性へのアプローチを議論した。