Designing for perceptive qualities: 7 showcases

Designing for perceptive qualities: 7 showcases

Deckers, E.J.L., & Lévy, P. (2012). Designing for perceptive qualities: 7 showcases. the Proceedings of Design Interactive Systems Conference, DIS12 (pp 496–505). Newcastle, UK: ACM. http://dx.doi.org/10.1145/2317956.2318030

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In this paper we describe seven showcases, namely ‘BeTouched’, ‘Dawe & Valle’, ‘Wonderturf’, ‘IN2WACO’, ‘Blow!’, ‘ShyLight’ and ‘PeR’, that give relevant insights on how to design for perceptive qualities in artifacts. Designing these perceptive qualities hypothetically enables a person to engage in a reciprocal perceptive interplay with the artifact: perceptual crossing between person and artifact can happen. This paper is part of an ongoing research in which we designed, built and evaluated several artifacts with perceptive qualities and in which we discovered a set of design notions. The theoretical model and the design notions involved in this research-project are introduced. The showcases illustrate and give value insights on the application of the theoretical model and the design notions.


Designing for perceptual crossing: applying and evaluating design notions

Designing for perceptual crossing: applying and evaluating design notions

Deckers, E.J.L., Lévy, P., Wensveen, S., Ahn, R., & Overbeeke, K. (2012). Designing for perceptual crossing: applying and evaluating design notions. International Journal of Design. 6(3), 41–55.

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In this paper we describe our research on how to design for perceptual crossing between person and artefact. We present the design-research process, the design and evaluation of the designed artefact PeP+, short for perception pillar plus, and the generated design relevant knowledge. In our previous research we formulated a number of design notions, namely Focus the Senses, Active Behaviour Object, Subtleness, Reaction to External Event, Detecting Active Behaviour Subject, Reflecting Contextual Noise and Course of Perception in Time. These notions are relevant for designing perceptive activity in an artefact to allow for perceptual crossing between a person and this artefact. The person is able to get the feeling of sharing a common space with the artefact: to feel involved. To further investigate these design notions we reconsidered and implemented them in the design of PeP+. We discuss how the different design notions are applied in the artefact and show their relevance in an experiment. In this experiment we compare three behaviours, namely random, following and active, of PeP+ that are the result of the development of the design notions. The experiment gave insights into the development of the design notions and the experience of the person. This research uses phenomenology as a theoretical framework. Theory is used as inspiration and is the basis for synthesis.