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Shape and Being Shaped: Sketching with Haptics in Soma Design
KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID. (Interaction Design)ORCID iD: 0000-0002-4481-4298
2023 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Sketching is an integral part of the design process, and it often occurs in the early ideation phase where the focus is on expressing ideas, thoughts, and emotions, allowing them to take shape and making it possible to share them with others to propel the design process forwards. In principle, sketching is a process of externalising thoughts into visualisations, and it influences the creator and collaborators by enabling them to realise and reflect on the possibility and viability of their ideas and develop them further by adding to or subtracting from the sketches. This process of creation and reflection cannot be achieved by merely imagining ideas in the abstract, especially when working in teams.

In interaction design, sketching is an essential activity. It is (often) done on paper, pro- viding a way to externalise interaction ideas. Sketching in interaction design is usually followed by methods that have a similar goal but are done differently, and an example of that is concept formation or prototyping. In this regard, prototyping is a commitment to shift early, sketched ideas into concrete, refined, and specific artefacts attainable for testing and presentation. Prototypes are, in that sense, more ‘closed’ and harder to change and are thereby less evocative and inspirational than a sketch.

This thesis focuses on soma design, a process that aims to incorporate our whole living bodies into the design process. Soma design applications often engage with technology on or around the entire body, but the processes can be used for a diverse set of design challenges and interaction modalities. Common to soma design processes is how sketching is done with and through the body, integrating, acknowledging, and encouraging a first-person, subjective design stance. When digital technology enters a soma design pro- cess, the fluency of sketching slows down as every nuance of the technology, its aesthetic potential, and its affordances need to be repeatedly felt and shaped, engaging all senses. However, there is a gap in the methods and tools necessary to make digital technology fit for the sensuous, explorative, felt work done in soma design processes. This becomes particularly problematic as digital technology, social practices, and somatic change are seen as entangled in soma design and should thus be explored together.

Through a constructive design research (CDR) process, I have explored how haptic materials can be introduced in the sketching phase of a soma design process. In this regard, I created a toolkit named the Soma Bits. The Soma Bits are simple one-bit haptic actuators that enable heat, vibration, or shape-change onto the body through simple interactions. They can be combined and connected to sensors through an MIDI interface. The Soma Bits toolkit allows designers to craft haptic sketches.

The Soma Bits toolkit (in different incarnations) was developed and used in a range of soma design processes. By analysing the process of using the Soma Bits repeatedly with other groups of designers, I uncovered a key property of sketching that I frame as malleable permanence. A sketch, be it on paper or in haptic materials, needs to be expressed where others can see or touch it, creating a shared understanding of the design idea— that is, it needs to have some permanence. At the same time, changing it and, and adding or detracting elements from it should be easy, thus making it malleable. For haptic ma- terials, malleable permanence supports a mindset I frame as feeling-shaping-feeling. This mindset resonates with the aims of soma design to engage with “the lived, sentient, bodily subjectivity.” Ultimately, the Soma Bits toolkit allows for this malleable permanence, adding a designerly, crafting, creative stance to soma design and thus making the haptics materials sketchable 

Abstract [sv]

Att skissa är en integrerad del av designprocessen, särskilt i den tidiga idéutformnings- fasen, där fokus ligger på att uttrycka idéer, tankar och känslor, låta dem ta form och göra det möjligt att dela dem med andra för att driva designprocessen framåt. Skiss- ande är en process för att externalisera tankar genom visualiseringar som påverkar både kreatören och medarbetare. Processen låter dem inse och reflektera över potentialen och genomförbarheten av idéer samt vidareutveckla dem genom att modifiera skisserna. Denna process är omöjlig att genomföra enbart genom att föreställa sig idéer i det abstrakta, speciellt när man arbetar i team.

Inom interaktionsdesign är skissande en central aktivitet. Det görs (ofta) på papper, vilket ger ett sätt att externalisera interaktionsidéer. Skissande följs vanligtvis av andra metoder som har liknande mål men utförs på ett annat sätt, som konceptualisering eller prototypframställning. Till skillnad från skissande inbegriper prototypframställning ett åtagande att förvandla skissartade idéer till konkreta, genomarbetade och specifika artefakter som kan testas och presenteras på ett tidigt stadium. I den meningen är prototyper mer “stängda” och svårare att ändra, och därmed också mindre suggestiva och inspirerande än skisser.

Arbetet i denna avhandling fokuserar på soma design, en process som syftar till att införliva hela våra levande kroppar i designprocessen. Soma designapplikationer inbegriper ofta teknik på eller runt hela kroppen, men soma designprocessen i sig kan användas för en mängd olika designutmaningar och interaktionsmodaliteter. Gemens- amt för soma designprocesser är hur man skissar med och genom kroppen, integrerar, erkänner och uppmuntrar ett förstapersons, subjektivt designperspektiv. När digital teknik kommer in i en soma designprocess, saktar skissnings processen ner eftersom varje nyans av tekniken, dess estetiska potential och dess möjligheter måste upplevas och omformas upprepade gånger, vilket engagerar alla sinnen. Idag finns en brist på metoder och verktyg för att göra digital teknik lämplig för den sortens sinnliga, ut- forskande, upplevda arbete som utförs i soma designprocesser. Detta blir särskilt prob- lematiskt då digital teknik, sociala praktiker och somatisk förändring ses som beroende av varandra i soma design och därför bör utforskas tillsammans.

Att skissa är en integrerad del av designprocessen, särskilt i den tidiga idéutformnings- fasen, där fokus ligger på att uttrycka idéer, tankar och känslor, låta dem ta form och göra det möjligt att dela dem med andra för att driva designprocessen framåt. Skiss- ande är en process för att externalisera tankar genom visualiseringar som påverkar både kreatören och medarbetare. Processen låter dem inse och reflektera över potentialen och genomförbarheten av idéer samt vidareutveckla dem genom att modifiera skisserna. Denna process är omöjlig att genomföra enbart genom att föreställa sig idéer i det abstrakta, speciellt när man arbetar i team. 

Inom interaktionsdesign är skissande en central aktivitet. Det görs (ofta) på papper, vilket ger ett sätt att externalisera interaktionsidéer. Skissande följs vanligtvis av andra metoder som har liknande mål men utförs på ett annat sätt, som konceptualisering eller prototypframställning. Till skillnad från skissande inbegriper prototypframställning ett åtagande att förvandla skissartade idéer till konkreta, genomarbetade och specifika artefakter som kan testas och presenteras på ett tidigt stadium. I den meningen är prototyper mer “stängda” och svårare att ändra, och därmed också mindre suggestiva och inspirerande än skisser. 

Arbetet i denna avhandling fokuserar på soma design, en process som syftar till att införliva hela våra levande kroppar i designprocessen. Soma designapplikationer inbegriper ofta teknik på eller runt hela kroppen, men soma designprocessen i sig kan användas för en mängd olika designutmaningar och interaktionsmodaliteter. Gemens- amt för soma designprocesser är hur man skissar med och genom kroppen, integrerar, erkänner och uppmuntrar ett förstapersons, subjektivt designperspektiv. När digital teknik kommer in i en soma designprocess, saktar skissnings processen ner eftersom varje nyans av tekniken, dess estetiska potential och dess möjligheter måste upplevas och omformas upprepade gånger, vilket engagerar alla sinnen. Idag finns en brist på metoder och verktyg för att göra digital teknik lämplig för den sortens sinnliga, ut- forskande, upplevda arbete som utförs i soma designprocesser. Detta blir särskilt prob- lematiskt då digital teknik, sociala praktiker och somatisk förändring ses som beroende av varandra i soma design och därför bör utforskas tillsammans. 

Genom en Constructive Design Research (CDR) process har jag utforskat hur haptis- ka material kan introduceras i skissfasen av en soma designprocess genom att skapa en verktygslåda kallad Soma Bits. Soma Bits verktygslådan låter designers skapa haptiska skisser genom att kombinera enkla ställdon och sensorer via ett MIDI-gränssnitt. Skisserna gör det möjligt att genom enkla interaktioner uppleva värme, vibration eller formförändring direkt på kroppen.

Soma Bits-verktygslådan (i dess olika inkarnationer) utvecklades och användes i enrad soma-designprocesser. Genom att analysera användandet av Soma Bits upprepade gånger med olika grupper av designers, avslöjade jag en nyckelegenskap hos skissande som jag ramar in som formbar beständighet. En skiss, vare sig den är gjord på papper eller i haptiska material, måste uttryckas så att andra kan se eller röra den, vilket skapar en gemensam förståelse för designidén. Det vill säga: den måste ha en viss beständighet. Samtidigt ska skissen vara lätt att ändra, t.ex genom att lägga till eller ta bort element från den, vilket gör den formbar. För haptiska material stödjer formbar beständighet ett tänkesätt jag benämner som känna-forma-känna. Detta tänkesätt överenstämmer med målet att engagera sig i “den levda, kännande, kroppsliga subjektiviteten.” inom soma design. Soma Bits verktygslådan gör det möjligt att skissa med haptiska material genom att tillåta formbar beständighet och lägger därigenom till en designmässig, hantverksmässig, kreativ hållning till soma design, vilket gör de haptiska materialen skissbara. 

Place, publisher, year, edition, pages
Stockholm: KTH Royal Institute of Technology, 2023. , p. 107
Series
TRITA-EECS-AVL ; 2023:34
Keywords [en]
Sketching, Soma Design, Constructive Design Research, Haptic Interaction Design, first-person
National Category
Design Human Computer Interaction
Research subject
Human-computer Interaction
Identifiers
URN: urn:nbn:se:kth:diva-326780ISBN: 978-91-8040-553-9 (print)OAI: oai:DiVA.org:kth-326780DiVA, id: diva2:1756195
Public defence
2023-06-08, https://kth-se.zoom.us/j/67645499199, Kollegiesalen, Brinellvägen 6, Stockholm, 14:00 (English)
Opponent
Supervisors
Funder
Swedish Foundation for Strategic Research, RIT15-0046EU, Horizon 2020, 722022Swedish Research Council, 2016-04709
Note

QC 20230511

Available from: 2023-05-11 Created: 2023-05-10 Last updated: 2025-02-24Bibliographically approved
List of papers
1. Soma Bits - Mediating Technology to Orchestrate Bodily Experiences
Open this publication in new window or tab >>Soma Bits - Mediating Technology to Orchestrate Bodily Experiences
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2019 (English)In: Proceedings of the 4th Biennial Research Through Design Conference19–22/03/2019, 2019Conference paper, Published paper (Refereed)
Abstract [en]

The Soma Bits are a prototyping toolkit that facilitates Soma Design. Acting as an accessible ‘sociodigital material’ Soma Bits allow designers to pair digital technologies, with their whole body and senses, as part of an iterative soma design process.The Soma Bits addresses the difficulty we experienced in past Soma Design processes — that articulating ofsensations we want to evoke to others, and thenmaintaining these experiences in memory throughout a design process. Thus, the Soma Bits enable designers to know and experience what a designmight ‘feel like’ and to share that with others.

The Soma Bits relate to three experiential qualities:‘feeling connected’, ‘feeling embraced’, and ‘being in correspondence’ with the interactive materials. The Soma Bits have a form factor and materiality thatallow actuators (heat, vibration, and shape-changing) to be placed on and around the body; they are easily configurable to enable quick and controllable creations of soma experiences which can be both part of a first-person approach as well as shared withothers. The Soma Bits are a living, growing library ofshapes and actuators. We use them in our own designpractices, as well as when engaging others in soma design processes.

Keywords
Somaesthetic Interaction Design, Design Process
National Category
Human Computer Interaction
Research subject
Human-computer Interaction
Identifiers
urn:nbn:se:kth:diva-253818 (URN)10.6084/m9.figshare.7855799.v2 (DOI)
Conference
RTD 2019 - Research through Design Conference 2019, the Science Centre, Delft, on 19th to 22nd March 2019.
Projects
Affective Health, Innova- tive Training Network funded by the H2020 People Programme under Marie Skłodowska-Curie grant agreement No 722022
Funder
Swedish Foundation for Strategic Research , RIT15-0046
Note

QC 20190619

Available from: 2019-06-18 Created: 2019-06-18 Last updated: 2023-05-10Bibliographically approved
2. Sketching Soma Bits
Open this publication in new window or tab >>Sketching Soma Bits
2022 (English)In: DIS 2022 - Proceedings of the 2022 ACM Designing Interactive Systems Conference: Digital Wellbeing, Association for Computing Machinery (ACM) , 2022, p. 1758-1772Conference paper, Published paper (Refereed)
Abstract [en]

To support sketching in soma design processes, we built the Soma Bits. These simple technology pieces enable one bit actuation like vibration, heat or shape-changing behaviors. After using them for three years, we ask how well they support soma design processes and what designs they spur? Through analyzing nine soma design projects, we note how they contributes to forming subtle, intimate, body awareness designs, as well as fast, uncomfortable, sensory misaligned, somaesthetic designs or skill training. More importantly, experiencing actuation in the early sketching phases helps the design team to articulate joint somatic understanding and direction. During past design sessions, we noticed that the Soma Bits lack support for the overall orchestration: looping, tweaking, or arranging sequences of interactions, and coupling sensing to actuation. Hence, we present a novel Soma Bits toolkit concept for sketching, composing, documenting, and sharing somatic experience.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2022
Keywords
Actuation, Creativity Support Tools, Design Process, Design Research, Prototyping, Sensing, Soma Design
National Category
Other Engineering and Technologies
Identifiers
urn:nbn:se:kth:diva-317103 (URN)10.1145/3532106.3533510 (DOI)001036715000119 ()2-s2.0-85133569133 (Scopus ID)
Conference
2022 ACM Designing Interactive Systems Conference: Digital Wellbeing, DIS 2022, 13 June - 17 June 2022, Virtual/Online
Note

Part of proceedings: ISBN 978-145039358-4

QC 20230922

Available from: 2022-09-06 Created: 2022-09-06 Last updated: 2023-09-22Bibliographically approved
3. Unpacking Visible Light Communication as a Material for Design
Open this publication in new window or tab >>Unpacking Visible Light Communication as a Material for Design
2017 (English)In: PROCEEDINGS OF THE 2017 ACM SIGCHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI'17), ASSOC COMPUTING MACHINERY , 2017, p. 2019-2023Conference paper, Published paper (Refereed)
Abstract [en]

Communication through visible light (VLC) is gaining ground as an alternative to traditional radio communication in many settings. Effectively using VLC in creative design processes may however be difficult as the material properties of VLC can be hard to grasp and therefore to use. This paper presents a design exploration where a set of artifacts was created to enable designers to play around with VLC and better understand its properties and their potential use for design. Each artifact was designed to illustrate a particular property of light communication ranging from inner workings of transmission protocols to properties of light in itself. The set was used in two small scale workshops where users played around with the artifacts and afterward were interviewed about their experiences. Interviews and observations from the workshops suggest that users gained insights into the material properties of light communication and were also inspired to think of creative uses for VLC based on those insights

Place, publisher, year, edition, pages
ASSOC COMPUTING MACHINERY, 2017
Keywords
Visual Light Communication, materiality, interaction design
National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:kth:diva-225812 (URN)10.1145/3025453.3025862 (DOI)000426970501088 ()2-s2.0-85044853464 (Scopus ID)
Conference
PROCEEDINGS OF THE 2017 ACM SIGCHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI'17)
Note

QC 20180409

Available from: 2018-04-09 Created: 2018-04-09 Last updated: 2024-03-18Bibliographically approved
4. From Biodata to Somadata
Open this publication in new window or tab >>From Biodata to Somadata
Show others...
2020 (English)Conference paper, Published paper (Refereed)
Abstract [en]

Biosensing technologies are increasingly available as off-the-shelf products, yet for many designers, artists and non-engineers, these technologies remain difficult to design with. Through a soma design stance, we devised a novel approach for exploring qualities in biodata. Our explorative process culminated in the design of three artefacts, coupling biosignals to tangible actuation formats. By making biodata perceivable as sound, in tangible form or directly on the skin, it became possible to link qualities of the measurements to our own somatics - our felt experience of our bodily bioprocesses - as they dynamically unfold, spurring somatically-grounded design discoveries of novel possible interactions. We show that making biodata attainable for a felt experience - or as we frame it: turning biodata into somadata - enables not only first-person encounters, but also supports collaborative design processes as the somadata can be shared and experienced dynamically, right at the moment when we explore design ideas.

Keywords
biosensing, soma design, first-person perspective, affective technology, interaction design
National Category
Human Computer Interaction Other Engineering and Technologies
Identifiers
urn:nbn:se:kth:diva-284010 (URN)10.1145/3313831.3376684 (DOI)000696109100153 ()2-s2.0-85090504393 (Scopus ID)
Conference
CHI ’20, April 25–30, 2020, Honolulu, HI, USA.
Projects
AffecTech: Personal Technologies for Affective Health, Innovative Training Net- work funded by the H2020 People Programme under Marie Skłodowska Curie grant agreement No 722022Swedish Foundation for Strategic Research project RIT15-0046Swedish Research council project 2016-04709
Funder
EU, Horizon 2020, 722022Swedish Foundation for Strategic Research , RIT15-0046Swedish Research Council, 2016-04709
Note

QC 20201021

Available from: 2020-10-13 Created: 2020-10-13 Last updated: 2025-02-18Bibliographically approved

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