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Intervention In Interactive Environments
1. Intervention and Interactive Environments
Designing Engaging Mixed Reality Environments
Peter Dalsgaard, University of Aarhus
2. Agenda
My project Theory Examples
Socio-cultural perspectives Large-scale installations
Interventions and ethnomethodology Explorative environments
Appropriation and adaptative design Audioscapes and narratives
3. Affiliations Faculty of Arts and Humanities: Center for Advanced
University of Aarhus Information and Media Studies Visualization and Interaction
5. Designing Engaging Mixed Reality Environments
What makes for engaging experiences?
How can designers create engaging interactive environments?
Framework for understanding situated engagement
Design sensitivities and considerations
Design exemplars
7. A socio-cultural approach
Social, cultural and experiential aspects of interactive systems
Qualitative approaches and rich, contextual understandings
Embodied experience - continuous and singular
Socio-technical networks, actors, and hybrids
Aesthetics as an ecological property
Engagement in practice
10. Homographies
Singular experience and ongoing sense-making
Sparks reflection on unique situation
Connects with continuous experience of society
Embodied, social and cultural
11. Artefact
Human Human Artefact
Human
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Artefact Human
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HumanArtefact
Artefact Artefact Artefact
Artefact Human
Human
Human Human Artefact
Human Artefact
12. Artefact
Human Human Artefact
Human
Artefact
Artefact Human
Human
HumanArtefact
Artefact Artefact Artefact
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13. Interventions and Ethnomethodology
The study of people’s methods
How we make sense of the world,
display this to others, and
produce a shared order
Structures of everyday life are hidden to
us because they are mundane
Intervention and breaching experiments
make such ethnomethods visible
Experiments with behavioral patterns
14. Why ethnomethodology matters
Our behaviour crystallizes into
products and environments
They undergo reciprocal
transformations
You never design in a vacuum
You design into a socio-technical
ecology that evolves
24. “Designing for hackability means allowing and encouraging
people to make technologies be what they want them to be ...”
Anne Galloway
25. Reconfigurable House
Usman Haque
“The Reconfigurable House is an environment constructed from thousands of low tech components
that can be quot;reconfiguredquot; by its occupants. Any sensor/actuator can be connected to any other
sensor/actuator - it is the occupants of the house who determine the systems that run inside it.”
37. Artefact
Human Human Artefact
Human
Artefact
Artefact Human
Human
HumanArtefact
Artefact Artefact Artefact
Artefact Human
Human
Human Human Artefact
Human Artefact