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Träfflista för sökning "WFRF:(Tsaknaki Vasiliki) "

Sökning: WFRF:(Tsaknaki Vasiliki)

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1.
  • Alfaras, Miquel, et al. (författare)
  • From Biodata to Somadata
  • 2020
  • Konferensbidrag (refereegranskat)abstract
    • Biosensing technologies are increasingly available as off-the-shelf products, yet for many designers, artists and non-engineers, these technologies remain difficult to design with. Through a soma design stance, we devised a novel approach for exploring qualities in biodata. Our explorative process culminated in the design of three artefacts, coupling biosignals to tangible actuation formats. By making biodata perceivable as sound, in tangible form or directly on the skin, it became possible to link qualities of the measurements to our own somatics - our felt experience of our bodily bioprocesses - as they dynamically unfold, spurring somatically-grounded design discoveries of novel possible interactions. We show that making biodata attainable for a felt experience - or as we frame it: turning biodata into somadata - enables not only first-person encounters, but also supports collaborative design processes as the somadata can be shared and experienced dynamically, right at the moment when we explore design ideas.
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2.
  • Avila, J. M., et al. (författare)
  • Soma design for nime
  • 2020
  • Ingår i: Proceedings of the International Conference on New Interfaces for Musical Expression. - : International Conference on New Interfaces for Musical Expression. ; , s. 489-494
  • Konferensbidrag (refereegranskat)abstract
    • Previous research on musical embodiment has reported that expert performers often regard their instruments as an extension of their body. Not every digital musical instrument seeks to create a close relationship between body and instrument, but even for the many that do, the design process often focuses heavily on technical and sonic factors, with relatively less attention to the bodily experience of the performer. In this paper we propose soma design as an alternative approach to explore this space. Soma method aims to attune the sensibilities of designers, as well as their experience of their body, and make use of these notions as a resource for creative aesthetic design. We report on a series of workshops exploring the relationship between the body and the guitar with a soma design approach. The workshops resulted in a series of guitar-related artefacts and NIMEs that emerged from the somatic exploration of balance and tension during guitar performance. Lastly we present lessons learned from our research that could inform future Soma-based musical instrument design, and how NIME research may also inform soma design. 
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5.
  • Claisse, Caroline, et al. (författare)
  • Tangible Interaction for Supporting Well-being
  • 2022
  • Ingår i: CHI EA '22. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450391566
  • Konferensbidrag (refereegranskat)abstract
    • Our workshop aims to bring together researchers and practitioners across disciplines in HCI who share an interest in promoting well-being through tangible interaction. The workshop forms an impassioned response to the worldwide push towards more digital and remote interaction in nearly all domains of our lives in the context of the COVID-19 pandemic. One question we raise is: to what extent will measures like remote interaction remain in place post-pandemic, and to what extent these changes may influence future agendas for the design of interactive products and services to support living well? We aim to ensure that the workshop serves as a space for diverse participants to share ideas and engage in cooperative discussions through hands-on activities resulting in the co-creation of a Manifesto to demonstrate the importance of embodied and sensory interaction for supporting well-being in a post-pandemic context. All the workshop materials will be published online on the workshop website and disseminated through ongoing collaboration.
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6.
  • Cotton, Kelsey, et al. (författare)
  • The Body Electric : A NIME designed through and with the somatic experience of singing
  • 2021
  • Ingår i: Proceedings of the International Conference on New Interfaces for Musical Expression. - : PubPub.
  • Konferensbidrag (refereegranskat)abstract
    • This paper presents the soma design process of creating Body Electric: A novel interface for the capture and use of biofeedback signals and physiological changes generated in the body by breathing, during singing. This NIME design is grounded in the performer's experience of, and relationship to, their body and their voice. We show that NIME design using principles from soma design can offer creative opportunities in developing novel sensing mechanisms, which can in turn inform composition and further elicit curious engagements between performer and artefact, disrupting notions of performer-led control. As contributions, this work 1) offers an example of NIME design for situated living, feeling, performing bodies, and 2) presents the rich potential of soma design as a path for designing in this context.
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7.
  • Elblaus, Ludvig, 1981-, et al. (författare)
  • Demo Hour
  • 2015
  • Ingår i: interactions. - : Association for Computing Machinery (ACM). - 1072-5520 .- 1558-3449. ; 22:5, s. 6-9
  • Tidskriftsartikel (refereegranskat)abstract
    • Interactivity is a unique forum of the ACM CHI Conference that showcases hands-on demonstrations, novel interactive technologies, and artistic installations. At CHI 2015 in Seoul we hosted more than 30 exhibits, including an invited digital interactive art exhibit. Interactivity highlights the diverse group of computer scientists, sociologists, designers, psychologists, artists, and many more who make up the CHI community.
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8.
  • Elblaus, Ludvig, 1981-, et al. (författare)
  • Nebula: An Interactive Garment Designed for Functional Aesthetics
  • 2015
  • Ingår i: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems. - New York, NY, USA : ACM. - 9781450331463 ; , s. 275-278
  • Konferensbidrag (refereegranskat)abstract
    • In this paper we present Nebula, a prototype for examining the properties of textiles, fashion accessories, and digital technologies to arrive at a garment design that brings these elements together in a cohesive manner. Bridging the gap between everyday performativity and enactment, we aim at discussing aspects of the making process, interaction and functional aesthetics that emerged. Nebula is part of the Sound Clothes project that aims at exploring the expressive potential of wearable technologies creating sound from motion.
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9.
  • Fernaeus, Ylva, et al. (författare)
  • Handcrafting electronic accessories using 'raw' materials
  • 2014
  • Ingår i: TEI '14 Proceedings of the 8th International Conference on Tangible, Embedded and Embodied Interaction. - New York, NY, USA : ACM. - 9781450326353 ; , s. 369-372
  • Konferensbidrag (refereegranskat)abstract
    • In this studio we explore the design of interactive electronic accessories made from natural materials such as wood, copper, silver, wool and leather. A set of handcrafted sensor components along with easy to use sensor boards that connect with example smartphone software, will be utilized as a toolkit for the studio activities. Participants will, through hands-on activity, create with, learn about and discuss the role of natural materials in the design of wearable interactive designs.
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10.
  • Höök, Kristina, 1964-, et al. (författare)
  • Soma design and politics of the body addressing conceptual dichotomies through somatic engagement
  • 2019
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : Association for Computing Machinery. - 9781450372039
  • Konferensbidrag (refereegranskat)abstract
    • Human reasoning often revolves around dichotomies: male-female, rational-irrational, emotion-thinking, body-mind, white-black, and so on. Through our design processes, we often repeat and reinforce these patterns. We argue that a stronger somatic engagement with the digital materials might open the design space in different manners, thereby bypassing some of these ready-made conceptualizations. Through a soma design stance we have attempted to address: dualism; feminist qualities such as pluralism and participation; addressing and counteracting privilege; and how to get closer to our bodies and our selves instead of letting data and interaction distance ourselves from our bodies, emotion, and experience.
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11.
  • Höök, Kristina, 1964-, et al. (författare)
  • Unpacking Non-Dualistic Design : The Soma Design Case
  • 2021
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery (ACM). - 1073-0516 .- 1557-7325. ; 28:6
  • Tidskriftsartikel (refereegranskat)abstract
    • We report on a somaesthetic design workshop and the subsequent analytical work aiming to demystify what is entailed in a non-dualistic design stance on embodied interaction and why a first-person engagement is crucial to its unfoldings. However, as we will uncover through a detailed account of our process, these first-person engagements are deeply entangled with second- and third-person perspectives, sometimes even overlapping. The analysis furthermore reveals some strategies for bridging the body-mind divide by attending to our inner universe and dissolving or traversing dichotomies between inside and outside; individual and social; body and technology. By detailing the creative process, we show how soma design becomes a process of designing with and through kinesthetic experience, in turn letting us confront several dualisms that run like fault lines through HCI's engagement with embodied interaction.
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12.
  • Jenkins, Tom, et al. (författare)
  • Fabulating Futures for Flourishing and Vibrant Worlds
  • 2023
  • Ingår i: The 10th Nordic Design Research Society (Nordes) Conference.
  • Konferensbidrag (refereegranskat)abstract
    • This one-day workshop will explore fabulations in design research. Bringing together design researchers and practitioners in hands-on exploration and critical dialogue, we will explore emerging practices and potentials of using fabulations in futures-oriented and exploratory practice-based design research. Drawing on fabulations’ relations with feminist technoscience and more-than-human concerns, we seek to understand if and how the practice of fabulating can contribute to designing vibrant worlds that can flourish in new ways.
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13.
  • Jenkins, Tom, et al. (författare)
  • Mapping Futures and Futuring in HCI/Design
  • 2024
  • Ingår i: DIS 2024 - Proceedings of the 2024 ACM Designing Interactive Systems Conference. - : Association for Computing Machinery (ACM). ; , s. 458-461
  • Konferensbidrag (refereegranskat)abstract
    • This one-day workshop seeks to bring together design researchers that have different orientations and practices for futures and futuring to unpack the role of futuring across design, design artefacts, and designers. Our goal in this workshop is to use examples of established futures to engage with and reflect on questions around the role of futures in HCI/design. We believe that there is a common thread between work from many different researchers, but that the people doing that work are spread across different disciplines and geographical locations. To that end, this workshop will assemble researchers working with different methods and approaches to futures in design and will aim to identify core challenges and opportunities for futures in HCI.
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14.
  • Jenkins, T., et al. (författare)
  • Sociomateriality : Infrastructuring and appropriation of artifacts
  • 2018
  • Ingår i: TEI 2018 - Proceedings of the 12th International Conference on Tangible, Embedded, and Embodied Interaction. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450355681 ; , s. 724-727
  • Konferensbidrag (refereegranskat)abstract
    • This Studio offers researchers and designers an opportunity to investigate and discuss prototypes and in-process projects from a perspective that expands beyond material aspects, to also cover social and cultural ones. Participants will bring a project, device, or platform, which will be discussed as sociomaterials that actively participate across multiple social and cultural contexts. This perspective, as well as the prototypes and projects brought by the participants, forms the core of the Studio, where conversation will emerge over several phases: from the demonstration of the individual projects as things, to the generation of speculative fictions as to the role and use of these artifacts in the world. Finally, we end with a discussion of infrastructuring and appropriation of the artefacts and their social roles. The themes that will be examined in this Studio are agency, emerging behaviors, embeddedness and design strategies from a sociomaterial perspective of artifacts.
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15.
  • Karpashevich, Pavel, et al. (författare)
  • Touching Our Breathing through Shape-Change : Monster, Organic Other, or Twisted Mirror
  • 2022
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery (ACM). - 1073-0516 .- 1557-7325. ; 29:3
  • Tidskriftsartikel (refereegranskat)abstract
    • We report on a soma design process, where we designed a novel shape-changing garment-the Soma Corset. The corset integrates sensing and actuation around the torso in tight interaction loops. The design process revealed how boundaries between the garment and the wearer can become blurred, leading to three flavours of cyborg relations. First, through the lens of the monster, we articulate how the wearer can adopt or reject the garment, resulting in either harmonious or disconcerting experiences of touch. Second, it can be experienced as an organic "other"-with its own agency-resulting in uncanny experiences of touch. Through mirroring the wearer's breathing, the garment can also be experienced as a twisted version of one's own body. We suggest that a gradual sensitisation of designers-through soma design and reflection on the emerging human-technology relations-may serve as a pathway for uncovering and articulating novel, machine-like, digital touch experiences.
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16.
  • Lee-Smith, Matthew L., et al. (författare)
  • Data as a material for design : alternative narratives, divergent pathways, and future directions
  • 2023
  • Ingår i: CHI EA '23. - : ACM Digital Library. - 9781450394222
  • Konferensbidrag (refereegranskat)abstract
    • This one-day workshop will bring together a diverse group of practitioners and researchers within the CHI community to discuss and explore data's increasing use as a material for design. This workshop encourages the submission of design exemplars, i.e., physical or digital works (in progress), design processes, or provocative or controversial pieces on the topic of data as a design material. If we are to continue to explore what data means as a design material and how we will continue to co-exist with them in our everyday lives through new and exciting ways and means, we must develop new strategies, tactics, tools, and outcomes. By bringing together products, processes, and provocations, this workshop will nurture and extend the continuation of research inquiring into data as a design material in its many forms. Our workshop will be conducted through physical and digital activities before, during, and after the onsite event at CHI 2023.
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17.
  • Marshall, Joe, et al. (författare)
  • Collision Design
  • 2023
  • Ingår i: CHI EA '23. - : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Collision, "the violent encounter of a moving body with another", is poorly understood in HCI. When we discuss people colliding with the physical artifacts we create, or colliding with each other while using our systems, this is primarily treated as a hazard, something which we should design to avoid. However many other human activities involve situations where deliberate exposure to risk of collision may in fact have positive aspects. In this paper we discuss how the ’risk matrix’, a widely used risk-management tool, which categorizes risks in terms of likelihood and severity, may limit interaction in unintended ways. We discuss reframings of this matrix in relation to design concepts of ’adventure’, ’disempowerment/agency’ and ’consent’. and show that a range of design spaces for collisions exist which may be fruitful to explore.
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18.
  • Núñez-Pacheco, Claudia, et al. (författare)
  • Design and Somatic Sensibilities
  • 2022
  • Ingår i: Disena. - : Pontificia Universidad Catolica de Chile. - 0718-8447 .- 2452-4298. ; 2022:20
  • Tidskriftsartikel (refereegranskat)abstract
    • Cultivating somatic sensibilities involves heightening our sensory appreciation as a path to devise meaningful multisensory experiences in interaction design. Immersed in an increasingly digitalized and data-cen-tric world, research projects centering on the sensory, embodied, and material reality of our experience, might start losing momentum. On the other hand, the pandemic has also transferred our labs from the public nature of our workshop room to the intimacy of our homes, bringing unexpected benefits and challenges. The articles included in this issue center on the sensory and material experiences of designers, who work with design methods that foreground somatic modes of inquiry and show how these changes could open a door for new opportunities to emphasize the importance of embodied and somatic practices in design and HCI.
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19.
  • Núñez-Pacheco, Claudia, et al. (författare)
  • Designing [Im]Material Inventories of Nomadic Belongings
  • 2024
  • Ingår i: DIS 2024 - Proceedings of the 2024 ACM Designing Interactive Systems Conference. - New York : Association for Computing Machinery (ACM). ; , s. 401-404, s. 401-404
  • Konferensbidrag (refereegranskat)abstract
    • In response to this year's conference theme of why design and the recognition of instability and uncertainty as factors influencing the future of the field, our workshop "Designing [Im]Material Inventories of Nomadic Belongings"revolves around the experiences of being a nomad in our [im]material world of various entanglements. In this space, we will share our stories through the belongings and technologies we carry and discard, problematising nomadism and impermanence as possibilities for resilience and growth. Through the use of various design methods -including collaborative inventorying, somatic noticing and material fabulations- we will unpack together our experiences of mobility in academia, speaking about the objects and affects we embrace and leave behind, the role of technology in the construction of our changing identities, and possible futures we envision for nomadism.
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20.
  • Odom, W., et al. (författare)
  • Time, temporality, and slowness : Future directions for design research
  • 2018
  • Ingår i: DIS 2018 - Companion Publication of the 2018 Designing Interactive Systems Conference. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450356312 ; , s. 383-386
  • Konferensbidrag (refereegranskat)abstract
    • A diverse set of research and design initiatives related to time, temporality, and slowness has emerged in the DIS and HCI communities. The goals of this workshop are to: 1. bring together researchers to reflect on conceptual, methodological, and practice-based outcomes and issues and 2. to develop an agenda for future research in this growing area.
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21.
  • Sanches, Pedro, et al. (författare)
  • Under Surveillance : Technology Practices of those Monitored by the State
  • 2020
  • Ingår i: Conference on Human Factors in Computing Systems - Proceedings. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1-13
  • Konferensbidrag (refereegranskat)abstract
    • This paper documents the experiences of those living under state surveillance. We interviewed our participants about how they lived under threat, and how it changed their technology practices. Our participants spanned three groups - journalists who reported from countries where their activities were illegal; activists who took part in civil disobedience, and individuals who worked in illegal activities that would have likely led to prosecution. In our analysis we cover four themes: first, 'the imagined surveillant'. Second, the danger and dependencies of technology use, third, their coping strategies, and lastly how belonging to a group can protect but also expose. In our discussion we cover how we can design for dissidents, and how to deal with the difficult questions this raises. We conclude by advocating for research that takes into account a critical view of the state in HCI and more broadly for an anti-surveillance stance in the design of technologies.
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22.
  • Sondergaard, Marie Louise Juul, et al. (författare)
  • Fabulation as an Approach for Design Futuring
  • 2023
  • Ingår i: DESIGNING INTERACTIVE SYSTEMS CONFERENCE, DIS 2023. - : Association for Computing Machinery (ACM). ; , s. 1693-1709, s. 1693-1709
  • Konferensbidrag (refereegranskat)abstract
    • Envisioning alternative futures and desirable worlds is a core element of design that must be cultivated, especially when a deep transition of practices, values, and power is necessary for vibrant and just future lifeworlds. In this paper, we contribute towards fabulation as an approach for design futuring that foregrounds feminist commitments and more-than-human concerns. Analyzing two fabulation case studies around biodata and bodily fuids, we ofer three themes based on our process of developing these fabulations: how they engage materials, how they work to trouble temporalities, and how they cultivate imagination. We argue for the emerging potential of fabulation as an approach for open-ended, joyful design futuring, mobilizing speculative storytelling to foreground absent or neglected relations when imagining alternative lifeworlds.
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23.
  • Stahl, Anna, et al. (författare)
  • Validity and Rigour in Soma Design-Sketching with the Soma
  • 2021
  • Ingår i: ACM Transactions on Computer-Human Interaction. - : Association for Computing Machinery (ACM). - 1073-0516 .- 1557-7325. ; 28:6
  • Tidskriftsartikel (refereegranskat)abstract
    • We report on the design processes of two ongoing soma design projects: the Pelvic Chair and the Breathing Wings. These projects take a first-person, soma design approach, grounded in a holistic perspective of the mind and body (the soma). We contribute a reflective account of our soma design processes that deepens the field's understanding of how soma design is achieved through first-person approaches. We show how we use our somas, our first-person experiences, to stimulate a design process, to prototype through and to use as a way of critiquing emerging designs. Grounding our analysis in new materialism, we show how our designs are in essence, "performative intra-actions". Using our own somas, our designs open up for experiences within certain constraints, allowing for a material-discursive agency of sorts. Many different somas may be intra-acted through our designs, even if it was our somas who started them.
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24.
  • Tennent, Paul, et al. (författare)
  • Articulating Soma Experiences using Trajectories
  • 2021
  • Ingår i: CHI '21: Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems. - New York : ACM Press. ; , s. 1-16
  • Konferensbidrag (refereegranskat)abstract
    • In this paper, we reflect on the applicability of the concept of trajectories to soma design. Soma design is a first-person design method which considers users’ subjective somatic or bodily experiences of a design. Due to bodily changes over time, soma experiences are inherently temporal. Current instruments for articulating soma experiences lack the power to express the effects of experiences on the body over time. To address this, we turn to trajectories, a well-known concept in the HCI community, as a way of mapping this aspect of soma experience. By showing trajectories through a range of dimensions, we can articulate individual experiences and differences in those experiences. Through analysis of a set of soma experience designs and a set of temporal dimensions within the experiences, this paper demonstrates how trajectories can provide a practical conceptual framing for articulating the temporal complexity of soma designs.
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25.
  • Tennent, Paul, et al. (författare)
  • Soma Design and Sensory Misalignment
  • 2020
  • Ingår i: 2020 ACM CHI Conference on Human Factors in Computing Systems, CHI 2020. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • We report on a workshop bringing together researchers working in soma design and sensory misalignment. Creating experiences that make use of sensory misalignment has become increasingly common, often associated with virtual reality research. However, little attention has been paid to how to design such experiences. We argue that the practice of soma design is a relevant candidate method for designing misalignment experiences, since soma design brings with it concepts such as estrangement and disrupting the habitual as a path to design. We further argue that sensory misalignment may in turn extend soma design methods, adding methods for explicitly disrupting sensory perception using technology interventions. Finally, we draw on the findings of that workshop to discuss the ideas of: pluralism in experience; orchestration of overall experience; as well as the broader intersection of soma design and sensory misalignment approaches.
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26.
  • Tsaknaki, Vasiliki, et al. (författare)
  • A wearable nebula material investigations of implicit interaction
  • 2019
  • Ingår i: TEI 2019 - Proceedings of the 13th International Conference on Tangible, Embedded, and Embodied Interaction. - New York, NY, USA : Association for Computing Machinery, Inc. - 9781450361965 ; , s. 625-633
  • Konferensbidrag (refereegranskat)abstract
    • In this paper we present the Nebula, a garment that translates intentional gestures and implicit interaction into sound. Nebula is a studded cloak made from a heavy fabric that envelopes the wearer with pendulous folds and has strong experiential qualities that were especially appreciated by performing artists. We describe the design process in detail, and highlight three material investigations that show material connections that were fundamental to the experience of the garment: How the draping and construction of the garment allowed for implicit interaction, how the studs were used both as a computational sensing material and a strong visual component, and how the sound design exploited tangible material qualities in the garment. We offer these three material investigations as contributions and discuss how material investigations more broadly can produce evocative connections in the materials available in design work, but also as a way to extract legible design intentions for other designers and researchers.
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27.
  • Tsaknaki, Vasiliki, PostDoc, et al. (författare)
  • Articulating challenges of hybrid crafting for the case of interactive silversmith practice
  • 2017
  • Ingår i: DIS 2017 - Proceedings of the 2017 ACM Conference on Designing Interactive Systems. - New York, NY, USA : Association for Computing Machinery (ACM). ; , s. 1187-1200
  • Konferensbidrag (refereegranskat)abstract
    • As interactive objects get embedded into different cultural contexts and take on more varied material forms, the relationship between interaction design and crafting practices in the physical domain is becoming increasingly interwoven. In this paper, we present an explorative project that involved intense collaborations between the areas of interaction design and silversmith practice. A main focus of the investigation concerned ways of surfacing conductive metals in interactive artefacts through the making of small, three-dimensional, and close-to-skin sensors. We reflect on insights made during this process, focusing on the challenges of combining the two knowledge areas on a level of materials, tools and techniques. In particular, we discuss qualities that silversmith crafting brings forth that can inform future directions of interaction design in terms of interaction gestalts, design values and hybrid crafting practices, more broadly.
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28.
  • Tsaknaki, Vasiliki, et al. (författare)
  • Expanding on Wabi-Sabi as a Design Resource in HCI
  • 2015
  • Ingår i: 34TH ANNUAL CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, CHI 2016. - New York, NY, USA : ACM Digital Library. - 9781450333627 ; , s. 5970-5983
  • Konferensbidrag (refereegranskat)abstract
    • The material foundations of computer systems and interactive technology is a topic that gained an increased interest within the HCI community during the last years. In this paper we discuss this topic through the Japanese concept of Wabi-Sabi, a philosophy that embraces three basic realities of the material world: 'nothing lasts', 'nothing is finished', and 'nothing is perfect'. We use these concepts to reflect on four unique interactive artefacts, which all in different ways embrace aspects of Wabi-Sabi, in terms of their design gestalt, materiality, but also in terms of use practices. Further, we use our analysis to articulate three high-level principles that may help addressing the long-term realities faced in physical interaction design, and for the design of interactive systems in general.
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29.
  • Tsaknaki, Vasiliki, et al. (författare)
  • Fabulating Biodata Futures for Living and Knowing Together
  • 2022
  • Ingår i: DIS 2022 - Proceedings of the 2022 ACM Designing Interactive Systems Conference. - New York, NY, USA : Association for Computing Machinery, Inc. - 9781450393584 ; , s. 1878-1892
  • Konferensbidrag (refereegranskat)abstract
    • A growing number of design researchers explore engagement with and through biodata. To help make sense of this growing space, we synthesize three emergent themes: (1) expanding notions of biodata and bodies, (2) attending to a greater diversity of human bodies and experiences with biodata, and (3) biodata collaborations between human and non-human bodies. We illustrate these themes with selected design examples. From this synthesis, we develop three interconnected fabulations reimagining alternative engagements with biodata: Weaving Alongside, Diffracting Selves, and Collective Affect. Our discussion unpacks conceptual work of the fabulations, offering invitations for design research to explore alternative ways of living and knowing together with biodata.
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30.
  • Tsaknaki, Vasiliki, PostDoc, et al. (författare)
  • “Feeling the Sensor Feeling you”: A Soma Design Exploration on Sensing Non-habitual Breathing
  • 2021
  • Ingår i: In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (CHI '21). - New York : Association for Computing Machinery (ACM). ; , s. 1-16
  • Konferensbidrag (refereegranskat)abstract
    • Though seemingly straightforward and habitual, breathing is acomplex bodily function. Problematising the space of designing forbreathing as a non-habitual act pertaining to diferent bodies orsituations, we conducted a soma design exploration together with aclassical singer. Refecting on how sensors could capture the impactand somatic experience of being sensed led us to develop a newsensing mechanism using shape-change technologies integrated inthe Breathing Shell: a wearable that evokes a reciprocal experienceof “feeling the sensor feeling you” when breathing. We contributewith two design implications: 1) Enabling refections of the somaticimpact of being sensed in tandem with the type of data captured, 2)creating a tactile impact of the sensor data on the body. Both implications aim to deepen one’s understanding of how the whole somarelates to or with biosensors and ultimately leading to designingfor symbiotic experiences between biosensors and bodies.
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31.
  • Tsaknaki, Vasiliki, et al. (författare)
  • Leather as a material for crafting interactive and physical artifacts
  • 2014
  • Ingår i: DIS '14. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450329026 ; , s. 5-14, s. 5-14
  • Konferensbidrag (refereegranskat)abstract
    • Leather is a material used for the making of artifacts ever since early human history, and which can be used also in contemporary design for various types of interactive and electronic products. In this paper, we present a series of small scale explorations of leather, first as skin close interfaces for physical engagement, and secondly in terms of crafting using hand tools and a laser cutter. We reflect on our experiences along these two strands and discuss future possibilities of leather as a rich material for providing new types of interactive experiences. By discussing emerging topics related to traditional crafting processes and contemporary rapid fabrication with this material, we find a great potential of merging such processes and tools for future interaction design settings.
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32.
  • Tsaknaki, Vasiliki (författare)
  • Making Preciousness : Interaction Design Through Studio Crafts
  • 2017
  • Doktorsavhandling (övrigt vetenskapligt/konstnärligt)abstract
    • This dissertation explores value-creation in interaction design through practical collaborations with studio craftspersons. A focus is on the meaning of “preciousness” from a design perspective – what I refer to as Making Preciousness –  which highlights aspects of material properties, design processes, and the attitude to the design space. Theoretically, the work takes inspiration from the Japanese philosophy of Wabi-Sabi, which is based on the fact that things are impermanent, incomplete, and imperfect. This reflects a view of preciousness beyond notions of practical use, luxury or monetary cost. In addition to theoretical studies, I engaged in practice-based research at the intersection of interaction design and studio crafts, in the domains of leather, silversmith and textile crafting. Through an approach that blends these practices with the making of interactive artefacts, preciousness for interaction design was explored.Through this work, I extract three qualities, all of which are closely linked to attributes and values ​​embedded in the craft practices examined. I refer to these as resourceful composition, material sensuality and the aiming for mattering artefacts. Resourceful composition refers to approaching a design space “resourcefully”, meaning that the designer actively values and uses the specific qualities of materials and tools consciously, for what they are suitable for. Material sensuality is about appreciating the sensory experience of interacting with materials, arriving through particular material qualities, such as texture, temperature or smell, but also interactive qualities. Aiming for mattering artefacts involves actively designing for impermanence, incompleteness and imperfection, and through that contributing to notions of preciousness through use, care, ownership and interaction between users and artefacts over time.The attitude of making preciousness can be seen as tying together materials and making with user experiences of computational artefacts. For interaction design, this points towards making processes in which computation and material knowledge, craftsmanship and aesthetic intentions are placed at the core. These values ​​relate to cultural, but also sensual experiences, which can be seen as under-explored in the design of interactive products.
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33.
  • Tsaknaki, Vasiliki, et al. (författare)
  • On the Surface of Things : Experiential Properties of the Use of Craft Materials on Interactive Artefacts
  • 2017
  • Ingår i: Alive. Active. Adaptive. - : TU Delft Open. - 9788790775902 ; , s. 314-326
  • Konferensbidrag (refereegranskat)abstract
    • Surface materials play a central role in the way we experience things. This is also the case with interactive artefacts, since the materials that are used for designing a surface or a casing will affect the ways in which the artefact will be physically interacted with and experienced as an object. In this paper we take a closer look at physical surfaces and study the experiential properties of different types of craft materials, which in our case are leather, textile, metal and wood. We look at how they influence the experience of interacting with an artefact by providing illustrative examples of interactive artefacts from our own design research, in which such materials have been used on their surface. In order to do this we distinguish between three types of experiential properties based on Giaccardi and Karana's materials experience framework (Giaccardi & Karana, 2015), and on Fernaeus et al. action-centric tangible interaction (Fernaeus, Tholander, & Jonsson, 2008). These are sensory experience, physical manipulation, and interactive behaviour. The purpose with our distinction between the three experiential properties is to illustrate possible ways in which a craft material can influence the interaction with an artefact, focusing on the sensorial experience craft materials offer, how they afford particular physical manipulations in regards to the ways they can be given shape, and finally how they can offer interactive qualities based on their abilities to conduct, to resist, or trigger. We end by reflecting on the three experiential properties and discussing emerging topics that should be further considered when craft materials are used on the surface of interactive artefacts, in regards to craft values but also the social and cultural situatedness of surfaces and consequently artefacts.
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34.
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35.
  • Tsaknaki, Vasiliki, 1987-, et al. (författare)
  • Teaching soma design
  • 2019
  • Ingår i: DIS 2019 - Proceedings of the 2019 ACM Designing Interactive Systems Conference. - New York, NY, USA : Association for Computing Machinery, Inc. - 9781450358507 ; , s. 1237-1249
  • Konferensbidrag (refereegranskat)abstract
    • We devised a Soma Design curriculum with accompanying teaching approaches for a seven-week course at a technical university. In our analysis of students' design concepts and process accounts, we found that they had opened an unusually rich and aesthetically engaging design space. But we also noted how they sometimes struggled with processes such as: "staying in the undecided" long enough to engage deeply with somaesthetic design imaginings; finding, refining and repeatedly returning to an aesthetic quality through the different phases of their design work; liberating themselves from pre-existing practices or objects in order to find entirely novel design possibilities; shifting from a more rationalistic design process, mainly based on argumentation, into a felt engagement were imaginations are acted out - not talked about; and lacking a technical toolkit for somaesthetically experiencing interactive sociodigital materials. Based on these insights, we provide a set of recommendations for how to teach Soma Design, and we have created an accompanying Soma Design toolkit that will support exploration and design..
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36.
  • Tsaknaki, Vasiliki, et al. (författare)
  • Things Fall Apart : Unpacking the Temporalities of Impermanence for HCI
  • 2016
  • Ingår i: PROCEEDINGS OF THE NORDICHI '16. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • Hardware decays, software obsolesces, infrastructures sediment, devices patinate. While recent scholarship has examined longevity and sustainability, we have little empirical understanding of how things age, decay, and obsolesce and how we might approach impermanence as a resource for practice and reflection. This one-day NordiCHI'16 workshop will bring together researchers from the fields of design, HCI, and anthropology, in order to unpack the temporalities of these forms of impermanence from both theoretical and practical perspectives. The workshop aims to build a rich lexicon for the material and temporal qualities of aging, decay, degradation, and obsolescence by drawing together participants from a broad range of domains working to develop, maintain, or study systems as they age. Drawing together these different perspectives we will consider the various ways that impermanence might serve as a resource for design, use, and maintenance of long-lived technological artifacts.
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37.
  • Tsaknaki, Vasiliki (författare)
  • "Vibrant Wearables": Material Encounters with the Body as a Soft System
  • 2021
  • Ingår i: Journal of Textile Design Research and Practice. - : Taylor & Francis Group. - 2051-1787 .- 2051-1795. ; 9:2, s. 142-163
  • Tidskriftsartikel (refereegranskat)abstract
    • As new materials become available for textile and interaction designers, it is crucial that we develop an understanding of the lived experiences of such materials and explore meaningful contexts for their development. In this paper, we engage with systems in which bodies as materials and materials as bodies constitute an assemblage of vitalities in constant flux with one another. In particular, we address how such systems in their interactions with (non)human bodies blur boundaries between inside and outside the body, and between human and machine, acting as soft systems. Drawing on our first-person, design-led research, we present three design explorations of soft systems that deeply engage with the body: Breathing Wings, Fiddling Necklaces and Menarche Bits. We analyze how the three projects contribute towards what we conceptualize as “vibrant wearables”: wearables that through their material vibrancy surface design qualities of leakiness, characterized by a multi-directionality of “spilling over,” ongoingness, which attends to non-linear temporalities and cycles of life and death, and mutuality that emphasizes the interdependency, and becoming, of vibrant encounters. These three design qualities all conceptually trouble boundaries of bodies and materials and are practical resources for designers and researchers working with the body in/as a soft system. Our work offers concrete examples of how to work with material vibrancy, which is particularly relevant to new materialist discourses in textile, fashion and interaction design. We argue for the generativity of these design qualities for other designers and researchers aiming to elevate materials and soft systems in interactions with bodies. Moreover, we contribute towards design research that conceptually and materially troubles the boundaries of the body, and we argue for attending to the material power of (non)human bodies as a soft system.
  •  
38.
  • Tsaknaki, Vasiliki, et al. (författare)
  • "Vibrant wearables": material encounters with the body as a soft system
  • 2021
  • Ingår i: Journal of Textile Design Research and Practice. - : Routledge. - 2051-1787 .- 2051-1795. ; 9:2, s. 142-163
  • Tidskriftsartikel (refereegranskat)abstract
    • As new materials become available for textile and interaction designers, it is crucial that we develop an understanding of the lived experiences of such materials and explore meaningful contexts for their development. In this paper, we engage with systems in which bodies as materials and materials as bodies constitute an assemblage of vitalities in constant flux with one another. In particular, we address how such systems in their interactions with (non)human bodies blur boundaries between inside and outside the body, and between human and machine, acting as soft systems. Drawing on our first-person, design-led research, we present three design explorations of soft systems that deeply engage with the body: Breathing Wings, Fiddling Necklaces and Menarche Bits. We analyze how the three projects contribute towards what we conceptualize as “vibrant wearables”: wearables that through their material vibrancy surface design qualities of leakiness, characterized by a multi-directionality of “spilling over,” ongoingness, which attends to non-linear temporalities and cycles of life and death, and mutuality that emphasizes the interdependency, and becoming, of vibrant encounters. These three design qualities all conceptually trouble boundaries of bodies and materials and are practical resources for designers and researchers working with the body in/as a soft system. Our work offers concrete examples of how to work with material vibrancy, which is particularly relevant to new materialist discourses in textile, fashion and interaction design. We argue for the generativity of these design qualities for other designers and researchers aiming to elevate materials and soft systems in interactions with bodies. Moreover, we contribute towards design research that conceptually and materially troubles the boundaries of the body, and we argue for attending to the material power of (non)human bodies as a soft system.
  •  
39.
  • Vallgårda, A., et al. (författare)
  • Material programming : A new interaction design practice
  • 2016
  • Ingår i: DIS 2016 Companion - Proceedings of the 2016 ACM Conference on Designing Interactive Systems. - New York, NY, USA : Association for Computing Machinery (ACM). - 9781450343152 ; , s. 149-152
  • Konferensbidrag (refereegranskat)abstract
    • We propose the notion of material programming as a new practice for designing future interactive artifacts. Material programming would be a way for the interaction designer to better explore the dynamics of the materials at hand and through that familiarity be able to compose more sophisticated and complex temporal forms in their designs. As such it would blur the boundaries between programming and crafting these new smart and computational materials. We envision a material programming practice developed around physical tools (e.g. Fig 1) that draw on bodily skills and experiences (Fig 2) while enabling actions performed directly on the material with immediate effects (no program vs. execution mode). Finally, the tools would enable one layer of abstraction and as such encompass the potential of the computational materials but not that of possibly adjacent computers, which could run more complex algorithms.
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40.
  • Vallgårda, Anna, et al. (författare)
  • Material Programming
  • 2017
  • Ingår i: interactions. - : ACM Press. - 1072-5520 .- 1558-3449. ; 24:3, s. 36-41
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)
  •  
41.
  • Vallgårda, Anna, et al. (författare)
  • Material programming : A design practice for computational composites
  • 2016
  • Ingår i: ACM International Conference Proceeding Series. - New York, NY, USA : Association for Computing Machinery (ACM).
  • Konferensbidrag (refereegranskat)abstract
    • In this paper we propose the notion of material programming as a future design practice for computational composites. Material programming would be a way for the interaction designer to better explore the dynamic potential of computational materials at hand and through that familiarity be able to compose more sophisticated and complex temporal forms in their designs. The contribution of the paper is an analysis of qualities that we find a material programming practice would and should support: designs grounded in material properties and experiences, embodied programming practice, real-Time on-site explorations, and finally a reasonable level of complexity in couplings between input and output. We propose material programming knowing that the technology and materials are not entirely ready to support this practice yet, however, we are certain they will be and that the interaction design community will need to find new ways of relating to such computational materials.
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42.
  • Windlin, Charles, et al. (författare)
  • Soma Bits - Mediating Technology to Orchestrate Bodily Experiences
  • 2019
  • Ingår i: Proceedings of the 4th Biennial Research Through Design Conference19–22/03/2019.
  • Konferensbidrag (refereegranskat)abstract
    • The Soma Bits are a prototyping toolkit that facilitates Soma Design. Acting as an accessible ‘sociodigital material’ Soma Bits allow designers to pair digital technologies, with their whole body and senses, as part of an iterative soma design process.The Soma Bits addresses the difficulty we experienced in past Soma Design processes — that articulating ofsensations we want to evoke to others, and thenmaintaining these experiences in memory throughout a design process. Thus, the Soma Bits enable designers to know and experience what a designmight ‘feel like’ and to share that with others.The Soma Bits relate to three experiential qualities:‘feeling connected’, ‘feeling embraced’, and ‘being in correspondence’ with the interactive materials. The Soma Bits have a form factor and materiality thatallow actuators (heat, vibration, and shape-changing) to be placed on and around the body; they are easily configurable to enable quick and controllable creations of soma experiences which can be both part of a first-person approach as well as shared withothers. The Soma Bits are a living, growing library ofshapes and actuators. We use them in our own designpractices, as well as when engaging others in soma design processes.
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