Making Visible

My PhD thesis called ‘Making Visible’ was submitted in December 2013 and successfully defended on 12 June 2014. The thesis reflects upon the design material exploration research from the Touch and Yourban projects. It uses these explorations to situate design research with technology as a cultural, material and mediational practice: In Making Visible I outline… Continue reading Making Visible

The Immaterials project

[one_half] The Immaterials project is concerned with the increasing invisibility of interfaces and infrastructures. The systems we interact with everyday such as WiFi and 3G networks have a profound impact on how we experience the world. As Adam Greenfield says: the complex technologies the networked city relies upon to produce its effects remain distressingly opaque,… Continue reading The Immaterials project

No to NoUI

‘The best design is invisible‘ is the interaction design phrase of the moment. The images above are from my ever-expanding collection of quotes about how design and technology will ‘disappear‘, become ‘invisible‘ or how the ‘best interface is no interface‘. The Verge has recently given both Oliver Reichenstein and Golden Krishna a platform to talk… Continue reading No to NoUI

Branding with badges

Many of the early ideas were fairly conceptual: Not a place or a thing, but an idea tied to the use of Foursquare itself (“10 check-ins”) or the kind of real-world social behavior the service was attempting to leverage (checking into the same place three times in one week, or checking in with two people… Continue reading Branding with badges

Science Fiction Film as Design Scenario Exercise for Psychological Habitability

“They deliver potentially fundamental insights (Schneider, 2005) into the interaction between humans and the constructed environment surrounding them, including the mundance aspects of everyday routine (Carroll, 2000), even the potential subversion of the system or setting through its agents (Blythe & Wright, 2006). The user is advanced into a character or specific persona placed in… Continue reading Science Fiction Film as Design Scenario Exercise for Psychological Habitability

A phone to save us from our screens?

Microsoft has two new ads, anticipating their upcoming Windows Phone 7 launch. The first is an almost post-apocalyptic vision of humanity stuck with their heads in their mobile devices: Here’s David Webster, chief strategy officer in Microsoft’s central marketing group, explaining their anti-screen strategy: “Our sentiment was that if we could have an insight to… Continue reading A phone to save us from our screens?

Olars: physical toy inspired by karl sims evolved creatures

A lovely piece of work by Lars M. Vedeler and Ola V√•gsholm from the Tangible Interactions course at The Oslo School of Architecture & Design: Olars is an electronic interactive toy inspired by Karl Sims’ evolved virtual creatures. Having thousands of varieties in movement and behaviour by attaching different geometrical limbs, modifying the angle of… Continue reading Olars: physical toy inspired by karl sims evolved creatures

Negotiating futures. Design fiction

Swiss Design Network Conference 2010: Designers see the world not simply as it is, but rather as it could be. In this perspective, the world is a laboratory to explore the contingency of the existing and the thinking in options. Imaginations of the contra factual are a key source for the creation of alternative political,… Continue reading Negotiating futures. Design fiction