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Samenvatting Design for Interaction - Embodied Interaction €5,99   In winkelwagen

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Samenvatting Design for Interaction - Embodied Interaction

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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.

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  • 12 januari 2024
  • 22
  • 2023/2024
  • Samenvatting
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Embodied interaction – samenvatting
Introduction

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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