Deze samenvatting bevat alle leerstof van Embodied Interaction, onderdeel van Design for Interaction fundamentals, gegeven door Lucas Van Campenhout. Alle powerpoints werden hierin behandeld. De samenvatting is in het Engels aangezien de leerstof en het examen ook in het Engels zijn.
Form follows function
Form of a product is seen as something that naturally follows its function according to Luis Sullivan
➔ Function first, than form follows
➔ Function determines form
➔ Form is subordinate to function
➔ Gives rise to modernism
Timelessness vs. planned obsolescence
➔ Form follows function creates timelessness designs
➔ E.g. of planned obsolescence: an iPhone that only works for 3 years because it cannot update
anymore to the new version of IOS
➔ Better to strive for timelessness in design than planned obsolescence
Form and function are equivalent
Memphis movement (80’s-90’s)
Form was upgraded as a design driver → post-modernism
Form and function are seen as equal
➔ This is still the case today
Design for interaction
Interactive products
Interactive products and systems = contain digital components and are able to compose their own
output based on input parameters
➔ They have a certain degree of autonomy and intelligence
➔ User and product exchange information to each other
➔ Mostly they are referred to as digital products
Design for interaction
Design of interactive products contains 3 components:
- Form
- Function
- Interaction
Ellen Loeys
Samenvatting Design for Interaction 1st Master Product Development
Embodied interaction 2023-2024
,They are all on an equal height and an equal relation between them
➔ Interaction can be designed in itself
Mechanical products vs. interactive products
Mechanical products:
Form, function and interaction are a direct result of its physical construction
➔ They are determined by the internal layout of the product
➔ Freedom to design form, function and interaction is limited!
Mechanical products are easily understood by the user because we have a good understanding of
the mechanics of our own bodies. We all know the elementary mechanical principles (scharnieren,
hefboom, krachten…)
You can see how it works
Interactive products
Usually consist of a central PCB, sensors and actuators, all packaged in a housing
PCB → digital phenomena
➔ Calculations and storage, distribute information by electrical charges
➔ You can measure and steer it
They are not touched by people and can not be perceived (we cannot see, hear or feel these actions)
We have to build an interaction layer around it which translates these processes into a tangible form
➔ This can be designed and is less constrained than the design of mechanical products
➔ More design freedom
➔ Shape and interaction is less determined by their internal layout
➔ Open for design
Time dimension
= one of the main characteristics of design for interaction
In interaction design, the time dimension is dominantly present and considered as a design driver
➔ It’s a time based discipline (form is not)
➔ You time your interactions and movements
Ellen Loeys
Samenvatting Design for Interaction 1st Master Product Development
Embodied interaction 2023-2024
, Design for interaction at Product Development
Interaction design is usually associated with the context of app design, UI design, web design
But we design products and service systems that have meaning in the life of the end user
➔ The digital is only one part of this bigger whole
➔ We design the product, the hole environment and experience around it, not only the digital
part
Embodied interaction
Introduction
Embodied interaction = embodiment
Embodied interaction is just a perspective of interaction design
➔ We will compare it with traditional interaction
Embodiment is not better, but different
Designer has to choose which perspective fits best in the context of the design
Wat nu volgt is heel belangrijk:
Cartesian perspective
Descartes was a philosopher and he says that the ability to think makes us human
➔ He emphasizes cognition
There are 2 entities that are disconnected and separated:
- Mind: mental constructions and processes, intangible, immaterial
- Body and the world : material, physical, tangible objects
➔ Dichotomy or mind-body split
The mind is superior and rules the body and the world
➔ Mind = master, body = executer
➔ The body perceives the world, this perception is stored in the mind. The mind performs
calculations on inner representations of the world and commands the body to execute the
result
Perception and action are 2 separate concepts
First you think, and then you order your body to react on that
Ellen Loeys
Samenvatting Design for Interaction 1st Master Product Development
Embodied interaction 2023-2024
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