Data resonance

Data resonance

A master design project by Sander Dijkhuis

What does data feel like? Data Resonance makes the table resonate with surrounding Wi-Fi traffic. Qualities of the digital signals are translated to something you can feel. This gives you a sense of activity at the workplace that is otherwise quiet and hidden. It creates a feedback loop about your own network usage, and a new connection with the activity of colleagues.
Data Resonance is inspired by how the traditional shared workshop acted as an extension of the craftsperson’s body. You saw and heard your colleagues work, and awareness of their activity influenced what you did. Now that much of our creative work happens on the screen, we lost something. With Data Resonance, we become more aware again of colleague’s work in a calm way: we notice when someone is dealing with heavy traffic and when people are taking a break, or just tune in to the rhythms of data that flow through space.


aGravity

aGravity

a final bachelor project by Alex Jurtan

The aGravity is a device which lets one experience the challenge of levitation. The fingerboard allows one to float over a straight platform, while experiencing a constant evolving environment within. It creates unique interactions that makes one able to develop a new skill and improve over time. The aGravity aims to make more aware and sensitive to what is being perceived and how the slightest movement can influence the whole system.
To get the board hovering, requires focus, concentration and some skill. Though once it is learned to hover the board, it is up to the user how far he or she can go. Giving no precise guidelines, the only rule is to explore, interact and challenge yourself.


DQI Theory

DQI Theory

Theories involved in Designing Quality in Interaction

ns. The DQI approach to Interaction Design is theory informed. This means that theory inspires and even guides the way we look at interaction, and the way we design for interaction and experience.

Topics:
. Phenomenology and experience (Merlau-Ponty and Dewey)
. Gibsonian theory of perception
. Models of interaction: Interaction Frogger
. Resonance
. Rich Interaction
. Societal Design
. Craftsmanship

These theories, philosophies and models will be explained first and then explored in a series of interaction designs, i.e. practical applications.


The Practice of Constructive Design Research

The Practice of Constructive Design Research

conversation proposed by Stoffel Kuenen @DRS2014

‘Catalysts (=invited participants) for the conversation were researchers in this field: Lorenzo Davoli, Mahmoud Keshavarz, Pierre Lévy and Ambra Trotto. In order to feed and frame the conversation, I made a video containing statements taken from interviews with more consolidated researchers: Pelle Ehn, Daniel Fällman, Caroline Hummels, Johan Redström and John Zimmerman.’
Stoffel Kuenen