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  • 51.
    Ilstedt Hjelm, Sara
    Stiftelsen svensk industridesign.
    Under ytan: En antologi om designforskning2007Samlingsverk (redaktörskap) (Övrigt vetenskapligt)
    Abstract [sv]

    Den här boken vänder sig till dem som är intresserade av att veta mer om forskning inom design. det gäller såväl forskare från olika discipliner och praktiker inom området, som lärare och elever på designskolor.

    Hur skapar man en teoretisk grund för en definition av designkunskap? Hur skapas kvinnliga och manliga positioner i designprocesser? Hur fångar man upp människors önskningar och behov i samband med produktutveckling och är tingen medskapare av våra identiteter? Hur förhåller sig innovation, design och teknik till varandra? P vilket sätt kan designtänkande användas för att skapa förändring av stora och komplexa system, som städer och energisystem? Är en satsning på design lönsam för företag?

    Detta är några av de frågor som diskuteras i den här boken som innehåller 23 bidrag från bland andra interaktionsdesigner, industridesigner, ingenjörer, arkitekter, ekonomer och filodofer, uppdelade i sju illustrerade avsnitt.

  • 52.
    Ilstedt Hjelm, Sara
    KTH, Skolan för datavetenskap och kommunikation (CSC), Människa-datorinteraktion, MDI (stängd 20111231).
    Visualizing the Vague: Invisible Computers in Contemporary Design2005Ingår i: Design Issues, ISSN 0747-9360, E-ISSN 1531-4790, Vol. 21, nr 2, s. 71-78Artikel i tidskrift (Refereegranskat)
  • 53.
    Ilstedt Hjelm, Sara
    et al.
    KTH, Skolan för industriell teknik och management (ITM), Maskinkonstruktion (Inst.), Produkt- och tjänstedesign.
    Gustafsson, Anton
    Interactive Institute.
    Gyllenswärd, Magnus
    Interactive Institute.
    Designing for Energy Awareness: The Power-Aware Cord2005Ingår i: Pride and pre-design: The conference for Cultural Heritage and the Science of Design / [ed] Yrjö Sotama, Helsinki: Valopaino OY , 2005Konferensbidrag (Refereegranskat)
  • 54.
    Ilstedt Hjelm, Sara
    et al.
    SVID, Stiftelsen Svensk Industridesign.
    Koskinen, IlpoUniversity of Industrial Arts and Design.
    Design Inquiries: Nordes 20072007Proceedings (redaktörskap) (Refereegranskat)
  • 55.
    Ilstedt Hjelm, Sara
    et al.
    KTH, Skolan för industriell teknik och management (ITM), Maskinkonstruktion (Inst.).
    Mårtens, Pehr
    KTH, Skolan för industriell teknik och management (ITM), Maskinkonstruktion (Inst.), Produkt- och tjänstedesign.
    Design as enabler of Social Innovation: - A Swedish Perspective2010Rapport (Övrigt vetenskapligt)
  • 56.
    Ilstedt, Sara
    et al.
    KTH, Skolan för datavetenskap och kommunikation (CSC), Centra, Skolan för arkitektur och samhällsbyggnad (ABE), Centra, Centre for Sustainable Communications, CESC, Green Leap. KTH, Skolan för industriell teknik och management (ITM), Maskinkonstruktion (Inst.), Produkt- och tjänstedesign.
    Hesselgren, Mia
    KTH, Skolan för industriell teknik och management (ITM), Maskinkonstruktion (Inst.), Produkt- och tjänstedesign. KTH, Skolan för datavetenskap och kommunikation (CSC), Centra, Skolan för arkitektur och samhällsbyggnad (ABE), Centra, Centre for Sustainable Communications, CESC, Green Leap.
    Eriksson, Elina
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID. KTH, Skolan för datavetenskap och kommunikation (CSC), Centra, Skolan för arkitektur och samhällsbyggnad (ABE), Centra, Centre for Sustainable Communications, CESC, Green Leap.
    Sustainable lifestyles: How values affect sustainable practises2017Ingår i: Design + Power / [ed] Andrew Morrisson, Dagny Stuedahl, 2017, s. 1-7Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents a project that explores how different values and lifestyle choices are related to sustainable practices. The goal has been to develop an understanding of both complexity in people’s everyday practices as well as patterns in this complexity to be used when designing interventions for sustainable lifestyles. In the project, we have used a mixed methods approach in order to develop a more comprehensive picture of both the larger patterns of the complexities of everyday practices as well as the particulars of sustainability engagement in Sweden. In this paper we present the initial results from a Swedish study of people with different values and their relations to sustainability, based on Schwartz Theory of Basic Human Values. In particular, we present their overall perspective on sustainability, their existing sustainable practices, and their needs for transitions towards more sustainable lifestyles.

  • 57.
    Isaksson, Anna
    et al.
    Högskolan i Halmstad.
    Börjesson, Emma
    Högskolan i Halmstad.
    Ehrnberger, Karin
    KTH, Skolan för industriell teknik och management (ITM), Maskinkonstruktion (Inst.), Produkt- och tjänstedesign.
    Att synliggöra det osynliga: Design som aktör i jämställdhetsarbete2014Ingår i: Tidskrift för Genusvetenskap, ISSN 1654-5443, E-ISSN 2001-1377, Vol. 35, nr 1, s. 28-47Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Research points to the need for developing methods to change established gender orders and converting gender perspectives into practical action. Based on a gender equality project at the Centre for Health Technology Halland (HCH), this article discusses the potential of critical design as an agent within the framework of gender equality work and work for change. The project worked with critical design as a tool for making visible what a gender perspec- tive can mean in the context of one’s work, in this case health technology. It resulted in a conceptual prototype called the Androchair – a medical chair designed for men but based on women’s experiences of the gynaecological chair. The aim of the article is to study and discuss the significance of including a prototype, that is an object, in the gender equality work of an organisation. Special focus is placed on whether, and in that case how, a prototype can influence notions of gender and gender equality in relation to one’s own area of work. The empirical data consists of qualitative interviews with staff at the HCH. Actor-net- work theory is used to interpret the data. The analysis shows how the Androchair raises questions of power, needs and interpretative prerogative in relation to what one does in one’s work. Furthermore, it does this to a greater extent than more conventional ways of conveying knowledge about gender equality (such as academic texts, statistics and PowerPoint presentations). Physical objects are perceived of as making gender and gender equality issues more tangible. 

  • 58. Jonsson, Oskar
    et al.
    Sperling, Lena
    Östlund, Britt
    Dalholm Hornyánszky, Elisabeth
    User Requirements of Furniture Influenced by a Move to a Senior Housing2012Ingår i: FORMakademisk, ISSN 1890-9515, E-ISSN 1890-9515, Vol. 5, nr 1, s. 49-67Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    User-centred design approaches within the field of furniture design for old people involves an act of embracing and balancing various end-user needs and assessing their relative importance for the product experience. It is often assumed that older people’s physiological needs dominate their other needs. In the present study, three focus group interviews were carried out with the exploratory purpose of gaining an understanding of how people feel and think about changes when moving to and living in an apartment in senior housing, outside the housing market, and what impact this has on their opinions of furniture and other interior products. Twelve people aged 59–93 took part. The outcomes of the focus group interviews point to demands on products that support the physical, psychological and social changes that relocation and aging may bring, and correspond to an independent and self-determinant identity. User requirements related to usability and affective product experience for the design of totally new or improved products are proposed. The paper discusses the complexity in the research assignment to communicate and bring end-user knowledge and experiences to life, and suggests that designers will benefit from carrying out or being involved in user-centred research.

  • 59. Jonsson, Oskar
    et al.
    Östlund, Britt
    Warell, Anders
    Dalholm Hornyánszky, Elisabeth
    What about furniture in Swedish Nursing Homes?: A Design Perspective on Perceived Meanings within the Physical Environment2014Ingår i: Journal of Interior Design, ISSN 1071-7641, Vol. 39, nr 2, s. 17-35Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    There are good reasons to believe that furniture designers can play an important role in the design of appropriate caring environments and thus contribute to the care that is provided. Designers are usually engaged by manufacturers that develop furniture for public procurement and a market for elderly consumers but without being able to learn from those who spend their everyday lives in these environments. This paper is based on industrial design and presents a study that explores the relationships between people and furniture in nursing homes. Thematic interviews were carried out with residents and personnel, in total twenty-one participants. A go-along method was utilized in parts of the interviews with the residents. The empirical study was carried out in three nursing homes in Stockholm. The results prove that elderly people strive for a sense of home in their private rooms in contrast to shared rooms and that the perspectives on furniture differ between the elderly people and the personnel. The conclusion is that understanding the role of furniture at nursing homes can help to reinforce the identity of elderly residents and their needs of continuity and social and existential safety. The recommendations are to involve the experiences of elderly people in the design processes and to make more informed furniture investment decisions for nursing homes.

  • 60.
    Juul Sondergaard, Marie Louise
    Dept of Digital Design and Information Studies, School of Communication and Culture, Aarhus University, Denmark.
    Intimate Design: Designing Intimacy As a Critical-Feminist Practice2017Ingår i: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, ACM Publications, 2017, Vol. F127655, s. 320-325Konferensbidrag (Refereegranskat)
    Abstract [en]

    Intimate aspects of everyday life are increasingly being connected to and interacted with through digital technologies; this impacts the ways of being in the world and how bodies come to matter. From an interdisciplinary perspective at the intersections of feminist HCI, art, and interaction design I examine how design can reflect on and critically discuss political and cultural issues of intimate technologies, such as gender and identity, embodied experiences, privacy, intimate data and sharing. In presenting my PhD project's background, research objectives, hypothesis and methodological approach, as well as its current and future state and research contributions, I discuss how it is possible to research design of intimate technologies from a critical-feminist perspective.

  • 61.
    Juul Sondergaard, Marie Louise
    Aarhus univ..
    Staying with the Trouble through Design: Critical-feminist Design of Intimate Technology2018Doktorsavhandling, monografi (Övrigt vetenskapligt)
  • 62.
    Juul Sondergaard, Marie Louise
    et al.
    Aarhus University, Denmark.
    Hansen, Lone Koefoed
    Aarhus University.
    Designing with Bias and Privilege?2017Ingår i: Proceedings of the 7th Bi-Annual Nordic Design Research Society Conference - Design + Power, 2017Konferensbidrag (Refereegranskat)
    Abstract [en]

    Focusing on the relation between design and power requires us to understand the designer’s role and position. Based on an understanding of design as ideological and political, we focus on the designer’s position from an intersectional feminist perspective. We present two design objects that aim to critically intervene into agency and power structures, and we analyse how the designer’s position impacts this intervention. With this case, we demonstrate how a simple argument – that what you design is always influenced by your (lack of) privilege – becomes complex when understood in the concrete design practice. The paper contributes with a critical reflection on how a designer is always part of a construction of power and privilege.

  • 63.
    Juul Sondergaard, Marie Louise
    et al.
    Aarhus University, Denmark.
    Hansen, Lone Koefoed
    Aarhus University.
    "It's not that it will kill me": Living with electromagnetic hypersensitivity2017Ingår i: Nordes 2017; Design + Power, 2017Konferensbidrag (Refereegranskat)
    Abstract [en]

    While the future visions of Internet of Things are slowly being implemented, the wireless and networked infrastructures that enable these connections already intervene and matter in people’s everyday lives in powerful ways. In this paper, we present a case study of a woman living with electromagnetic hypersensitivity; the heightened sensitivity of electromagnetic fields. We describe how her daily activities and everyday habits are both enabled and constrained by digital technologies. Through this narrative, we reflect on how this case has impact for design research regarding how the objects we design matter in people’s everyday life in unpredictable and uncomfortable ways - also those that are not wirelessly connected.

  • 64.
    Juul Sondergaard, Marie Louise
    et al.
    PIT-Center for Participatory IT, School of Communication and Culture, Aarhus University, Denmark.
    Hansen, Lone Koefoed
    PeriodShare: A Bloody Design Fiction2016Ingår i: Proceedings of the 9th Nordic Conference on Human-Computer Interaction, ACM Press, 2016, Vol. 23, s. a113-Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper we present PeriodShare, a speculative design proposing a wireless menstrual cup that automatically quantifies and shares menstrual data on social networks. We suggest that PeriodShare is a design fiction that uses both crowd-funding rhetoric and the form of a rather clumsy DIY project to create a particular fictional universe that (1) speculates on a potential near future of quantification of menstruation, and through this (2) encourages to reflection on the dynamics of contemporary technology paradigms like the politics and culture of self-tracking, sharing, and intimate data. As a research through design project and by using these communication threads, PeriodShare thus uses menstruation as a trope to investigate social, cultural and political issues of intimate technologies.

  • 65.
    Juul Sondergaard, Marie Louise
    et al.
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    Hedegård Schiølin, Kasper
    Harvard Kennedy School of Government.
    Bataille’s bicycle: execution and/as eroticism2017Ingår i: Executing Practices / [ed] Helen Pritchard, Eric Snodgrass, Magda Tyżlik-Carver, Brooklyn, New York: Open Humanities Press , 2017, s. 179-197Kapitel i bok, del av antologi (Refereegranskat)
  • 66.
    Juul Søndergaard, Marie Louise
    School of Communication and Culture, Aarhus University.
    Sharing the Abject in Digital Culture2016Ingår i: A Peer-reviewed Journal About, ISSN 2245-7755, Vol. 5, nr 1Artikel i tidskrift (Refereegranskat)
  • 67.
    Kazemian, Reza
    KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Samhällsplanering och miljö.
    Design Interactivity and Communicative Quality Judgment versus Urban Design Competition: A Design Methodology Statement2009Ingår i: Nordisk Arkitekturforskning, ISSN 1102-5824, Vol. 2 - 3, s. 68-78Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The study is targeted to analyze the essence of design, design methodology and the communicability of quality judgment process of urban design competitions. The aim is to provide a political argument which supports organizational and procedural reforms of the entire cycle of competition, from judgment to selection and implementation of a prize-winning architectural design. The study is searching to provide some principle definitions of the concepts of design competition as a design methodology and is keen to find out a new model of competing system which provides better interactivity and communication among wider sections of designers, jurors, clients and end-users. We need to know to what extents the design qualities and visions can be judged rectified and realized by relying on the solutions favoured and selected by few experts. What are the essential quality criteria that are being prioritized by jury members? What are the roles and positions of key players, especially the end users, in quality judgment processes? How are different needs, values, and visions being met after the implemented prize-awarded urban design projects? How can the processes of an urban design competition be reformed, new communication channels be created and a high standard of quality judgment and fairness of the system be maintained?

  • 68.
    Kazemian, Reza
    et al.
    KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Samhällsplanering och miljö, Urbana och regionala studier.
    Rönn, MagnusKTH, Skolan för arkitektur och samhällsbyggnad (ABE), Arkitektur.
    Arkitekturens kvalitetsfrågor: en antologi med uppsatser från en vidareutbildningskurs2006Samlingsverk (redaktörskap) (Övrigt vetenskapligt)
  • 69.
    Kazemian, Reza
    et al.
    KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Samhällsplanering och miljö, Urbana och regionala studier.
    Rönn, MagnusKTH, Skolan för arkitektur och samhällsbyggnad (ABE), Arkitektur.
    Building the Future Conference: Nordic Journal of Architectural Research, Vol. 45, No. 4:20052005Proceedings (redaktörskap) (Övrigt vetenskapligt)
  • 70.
    Kong, Wen Yi
    KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Arkitektur.
    Comfort in Darkness: Project In-hiatus2018Självständigt arbete på avancerad nivå (magisterexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

    “If light is scarce then light is scarce; we will immerse ourselves in the darkness and there discover its own particular beauty.”

    Junichirō Tanizaki, Writer, ‘In Praises of Shadows’

    This thesis is an exploration of how darkness could provide an immersive com- forting experience, what it takes to define the relationship between human and comfortable darkness, and finally to take this exploration into lighting design field. The study investigates through questionaires, studies of literature review and interprets aspects of darkness, emotional comfort and spatial decisions to conclude guidelines for the installation – in ● hiatus. The outcome is an abstract attempt to translate ‘darkness’ to predict and dispose a sense comfort in a contemplative space through a partial sculptural and partial architectural lighting installation, which intends to provide a multi-sensory experience both personal and collective.

  • 71.
    Kosmack Vaara, Elsa
    KTH, Skolan för datavetenskap och kommunikation (CSC), Medieteknik och interaktionsdesign, MID. SICS, Swedish ICT.
    Exploring the Aesthetics of Felt Time2017Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [sv]

    I den forskning som ligger till grund för den här avhandlingen har jag, genom en explorativ ansats, undersökt hur man kan förnya och berika sättet på vilket tid behandlas i interaktionsdesignforskning. Med hjälp av den här forskningen kan designers bygga upp en praktikbaserad repertoar, och med estetiskt finkänslighet formge tid och temporalitet i sitt arbete. 

    Detta kan i sin tur hjälpa dem att producera rikare interaktions gestalter som gör det möjligt att uppleva flera tidsuttryck. Min forskning visar på att det dock inte är helt lätt utan kräver att man gradvis utvecklar en "känsla" för tid. Tid har en kraftfull påverkan på våra tankar, känslor och handlingar, men vi är oftast ganska omedvetna om effekten tid har på våra liv. Klockan är ett praktiskt verktyg för att hålla reda på tid en och gör det möjligt att schemalägga händelser och orientera sig i en ström av erfarenheter. Men tid som den representeras av klockan är bara en bråkdel av hur vi förnimmer tid i vårt vardagliga liv. Upplevelsen av tid handlar dock inte bara om längd eller intervall mellan valda ögonblick utan den har också andra dimensioner och skepnader såsom tex styrka eller fasthet. Alla dessa dimensioner gör att tiden existerar för oss.

    Min utforskning började när jag arbetade med att utforma ett system för biofeedback, Affective Health, där hjärtfrekvens, affekt och rörelse skulle visualiseras på ett sätt som inspirerade till en dialog mellan användare och system. Visualiseringarna skulle representera hur användarnas egna kroppar reagerade och rörde sig i realtid men även ge möjlighet att blicka bakåt genom det förflutna. Som utgångspunkt började jag med att skapa illustrationer baserade på linjära, metriska tidsbegrepp, men jag hade svårigheter att porträttera människors egna skiftande upplevelser av tiden, det vill säga deras individuella upplevelser av rörelser och rytmer, genom de illustrationer jag tog fram. Klocktid stämde inte överens med användarnas egen, kroppsliga, upplevelse av tiden. 

    Genom att vända mig till konstnärlig praktik, närmare bestämt musik och matlagningskonst hoppades jag på att hitta nya lösningar. Tillsammans med Sebastien Boudet, utforskade jag hur tid tar sig uttryck genom surdegsbakning och ett levande material, degen. Genom surdegsbakningen kunde jag se och interagera med tid på nya sätt, t.ex. genom att hålla, krama, sträcka och knåda den. Arbetet hjälpte mig att formulera tankar om och resonera kring en ny sorts tidsestetik som vi normalt inte tänker på i interaktionsdesign. En som förskroppsligar tiden och omvandlar den till ett material som vi kan bearbeta genom design. Jag var dock tvungen att arbeta vidare på hur känslan av tid i surdegsbakning skulle kunna överföras till interaktionsdesign. Detta gjorde jag genom en uppföljande workshop ’BodyTimeTech’ där jag tillsammans med de 15 deltagarna byggde och diskuterade förslag på hur en känsla av tid skulle kunna ta sig uttryck i en interaktiv artefakt. Som resultat av denna såg jag bland annat hur rytmer användes på flera olika sätt. För att utforska rytmer mer i detalj byggde jag Rhythm Poetry, en applikation som jag använde för att undersöka hur upplevelser av rytm kan bearbetas och omvandlas. 

    Jag har en bakgrund som klassisk musiker och altviolinist. När jag reflekterade över min erfarenhet som musiker kunde jag se hur vi inom musik har en väl utformad praktikbaserad kunskap samt ett rikt språk för att gestalta tid genom musiken. Jag bestämde mig för att använda min egen erfarenhet som klassisk musiker för att grunda min förståelse och känsla av vad för slags tidsestetik jag var på väg mot och hade som mål att utveckla. Det var komplext och svårt att använda surdegsbakning och musik för att förstå känslan av tid i interaktionsdesign, men genom att knyta dessa tre praktiker kunde jag öppna upp en potential för tidsestetik i interaktionsdesign. Huvudbidraget av min forskning är en formulering av de mest framträdande aspekterna av upplevd tid som jag utvecklat genom fyra praktikbaserade undersökningar. Sammantaget utgör dessa grunden för en ny sorts tidsestetik som kan hjälpa designers att resonera kring den känsla av tid som interaktiva system och fysiska material kan leverera.

    Aspekterna i korthet:

    Ett övergripande tema i min forskning är förhållandet mellan klocktid och upplevd tid, där avhandlingens fokus ligger på aspekter av den upplevda tiden. Ett fokus i detta arbete har varit 

    rytmer och hur de formar upplevelsen i olika processer som tex surdegsbakning och musik.  I vissa fall är rytmerna långsamma och sträcker sig över flera timmar, som i bakning, och i andra fall väldigt snabba som i vissa musikstycken. 

    Gemensamt för rytmer är att de definieras av stunder av aktivitet och stunder av paus. Vilan och pausen skapar rytmens karaktär. Men vilan har också ett värde i sig som ger utrymme för att ta paus och återhämta sig, kliva av scenen. 

    Ett sätt att hantera rytmer är att se hur de samspelar i olika temporala gestalter, tex hur de fogas samman till en process som tex bakning eller ett musikstycke, eller hur våra talade och gestikulerande rytmer samspelar när vi kommunicerar med varandra. 

    Att mäta tid är ganska enkelt med en klocka, men om man vill veta mer exakt vad tiden är i en process så måste man ha ett mer raffinerat sätt att undersöka och mäta tiden. Estetisk finkänslighet kan hjälpa oss att orientera oss i tid. Tex i bakningen genom degens textur. Kladdigheten eller fastheten i degen berättar för oss att vi har arbetat oss fram till en viss tidpunkt i processen och vad som är kvar att göra. Genom att uppleva förändringarna genom flera sinnen kan vi orientera oss i tid med hjälp av estetisk finkänslighet. 

    Detta leder till nästa aspekt av upplevd tid som jag vill framhäva och som handlar om tidens plasticitet. Genom att närma sig tiden som plastisk, dvs något som kan klämmas på, sträckas, knådas eller vävas samman, kan designers börja bearbeta den på flera olika sätt som ligger närmare vår rika upplevda känsla av tid.

    Slutligen har jag i min utforskning genomgående arbetat med omvandlingar av tidsaspekter, för att skapa en uppfattning om tex en rytm på nya, ibland överraskande sätt. Transformationer filtrerar aktiviteter genom olika former och uttryck. De kan tex omvandla hjärtslag till färgförändringar. Att omvandla tid på detta sätt, kan ge en helt ny syn på den ursprungliga tidsformen. Det kan leda till att man börjar se saker (tex sitt hjärta) från nya perspektiv och med nya förhållningssätt. 

    Jag pekar på och beskriver dessa aspekter för att förnya och berika samtalet och praktiken kring tidsestetik i interaktionsdesignforskning. Genom aspekterna vill jag betona vikten av att som designer uppöva finkänslighet för tidens förkroppsligade former och uttryck och att ha ett rikt formspråk för tid. Således kan detta arbete aldrig riktigt avslutas, eftersom det bara är ett steg på vägen mot en pågående utveckling av nya interaktionsdesignpraktiker.

  • 72.
    Lindborg, PerMagnus
    Nanyang Technological University, Singapore.
    Editorial - Special Issue on Sound Art and Interactivity in Singapore: SI13 and More2014Ingår i: eContact!, Vol. 16, nr 2Artikel i tidskrift (Övrigt vetenskapligt)
    Abstract [en]

    The SI13 NTU/ADM Symposium on Sound and Interactivity in Singapore provided a meeting point for local researchers, artists, scholars and students working creatively with sound and interactivity, as well as the foundation for an issue exploring sound and interactivity in the Southeast Asian country.Figure 1. Snapshots from the SI13 exhibition, which could be visited throughout the symposium from 14–16 November 2013. [Click image to enlarge] The School of Art Design Media of Singapore’s Nanyang Technological University hosted the Symposium on Sound and Interactivity from 14–16 November 2013. A total of 15 artworks and 14 papers were selected by a review committee for presentation by 24 active participants during the three-day symposium. While all but four of the participants are residents of the island, they represent seventeen different countries, thus reflecting the cosmopolitan nature of Singapore in general and of sound artists and researchers in particular. 1[1. See the SI13 website for more information.]Thanks to funding from Nanyang’s CLASS conference scheme, Roger T. Dean (MARCS Institute, University of New South Wales, Australia) and Diemo Schwarz (IRCAM, France) could be invited as Keynote Speakers; they also performed in the concert that opened the symposium, and contributed to the exhibition.It is a pleasure to collaborate with eContact! in presenting a broad collection of articles emanating from this event, and to use these as a basis for an overview of sound art and related activities in Singapore. Eleven texts from the SI13 Proceedings have been edited for this issue. Joining them are two texts originally written for the catalogue of the “Sound: Latitudes and Attitudes” exhibition held at Singapore’s Institute of Contemporary Arts (7 February – 16 March 2014). Finally, in the guise of a “community report” on sound art activities in Singapore, I have contributed a “constructed multilogue” created from interviews with three sound art colleagues.

  • 73.
    Lindborg, PerMagnus
    Université de Paris IV Sorbonne.
    Le dialogue musicien-machine : Aspects des systèmes d'interactivité musicale2003Licentiatavhandling, monografi (Övrigt vetenskapligt)
    Abstract [fr]

    Ce texte a comme sujet la confluence entre la création musicale et les sciences cognitives. Le but principal du travail a été de faire de la reconnaissance sur le terrain. Le présent texte est donc forcément incomplet, et ne servira que de point de départ pour une recherche substantielle.

    J’ai choisi comme thématique l’interactivité musicale, qui sera définie comme le dialogue musicien–machine. Je vais tenter d’approcher ce phénomène par multiples chemins, qui se superposent. Le thème restera au centre, et autour de lui, j’esquisserai sa relation avec plusieurs faits et phénomènes liés, en particulier : les langages naturels et formels, la question de l’interface à la création, l’intelligence artificielle, et les notions de mémoire et de sens. Ces approches mises ensemble constitueront l’étude des aspects des systèmes d’interactivité.

    Le vaste sujet de l’interactivité musicale est incrusté dans l’histoire de la musique d’ordinateur, une histoire qui date déjà d’un demi-siècle au moins. Par conséquent il sera nécessaire de cerner le cœur du sujet et de parcourir des cercles concentriques ou en spirale, pour gagner des connaissances qui nous permettent de comprendre mieux le phénomène. La procédure est un peu comme quand on observe une étoile avec l’œil nu : si on la regarde tout droit elle disparaît… La rétine est plus sensible à la lumière dans les côtés. Le texte est donc fatalement un collage consistant de plusieurs études d’envergure limitée. Malgré cela, il faut respecter les aspects importants propres au sujet, essayer d’esquiver le superflu et faire le plus possible de liens. La recherche est guidée par trois thématiques. Quelle est la matière, en d’autres termes, les composants et les processus qui constituent le système de proprement dit, utilisé dans la situation de performance musicale ? Deuxièmement, quelle est la relation entre recherche cognitive et outils technologiques à disposition ? Troisièmement, quelles implications est-ce que les technologies ont eues et auront d’autant plus à l’avenir sur la créativité musicale ?

    Depuis plusieurs années, les concepts qui sous-tiennent ce texte ont influencé mon travail de compositeur et performeur. J’ai fait des expériences en la matière au travers d’œuvres employant des dispositifs électroacoustiques de configuration variable : “Beda+” (1995), “Tusalava” (1999), “Leçons pour un apprenti sourd-muet” (1998-9), “gin/gub” (2000), “Manifest”[1] (2000), “Project Time”[2] (2001), “sxfxs” (2001), “Extra Quality” (2001-2), ”D!sturbances 350–500”[3]… Ces morceaux de musique sont nés d'une curiosité pour le fondement théorique de la cognition et le fonctionnement du cerveau humain. En particulier, je me suis consacré à analyser la situation de jeu dans laquelle a lieu un échange d’informations et d’initiatives musicales entre musicien et machine, qui agissent sur un degré équivalent de participation dans un système complexe. J’éprouve que cette situation ludique peut également servir d’outil de recherche ; elle est un peu comme un laboratoire, ou un banc d’essai, pour tester des hypothèses, qu’elles soient des propos limités à la musique, ou bien plus étendues, élargissant vers des terrains inhabituels.

    Étant compositeur, j’ai essayé de rendre l’étude ni trop limitée, ni strictement descriptive. J’ai ressenti le besoin d’analyser des travaux contemporains, ayant des composants scientifiques : les trois projets étudiés sont effectivement en cours de développement. Il s’agissait dans cette étude de capter plutôt leur raison d’être que de montrer leurs formes respectives dans un état finalisé, qui de toute façon n’est pas leur destin. Si la musicologie se contentait de démontrer des structures dans des œuvres de répertoire connues depuis longtemps, ou si elle s’enfermait dans un académisme technocrate développant des modèles n’expliquant que des choses qui sont évidentes pour les musiciens, alors elle souffrirait d’anémie. En proposant une hypothèse, elle doit comporter des aspects prédictifs. Ce serait encore mieux si des modèles développés en support à l’hypothèse étaient facilement accessibles et pouvaient servir au développement de nouveaux outils innovants. Cela est souhaitable, non seulement pour stimuler la production créative, mais également pour aider à mieux comprendre le fonctionnement de la créativité lui-même.

    L’activité musicale, au sens général, pour ceux qui la produisent autant que pour ceux qui l’apprécient, est un exercice essentiellement non-verbal dont le but est l’émergence d'une compréhension de la créativité humaine d’un ordre autre que verbal ou écrit. En étudiant la créativité, et surtout sa formalisation, ne risquerait-on pas de la dénaturer ? Peut-être la créativité ne risque-t-elle pas de s’effondrer dans la recherche ? Que restera-t-il de la création musicale le jour où une machine aura composé une œuvre capable d’émouvoir les auditeurs ignorant tout de son mode de fabrication ? Néanmoins, en suivant l’appel de William Faulkner, “kill your darlings”, espérons transcender la créativité telle qu’on la connaît et aller vers des pays musicaux inouïs.

  • 74.
    Lindborg, PerMagnus
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik. Nanyang Technological University, Singapore.
    Psychoacoustic, physical, and perceptual features of restaurants: A field survey in Singapore2015Ingår i: Applied Acoustics, ISSN 0003-682X, E-ISSN 1872-910X, Vol. 92, s. 47-60Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Sound is a multi-faceted phenomenon and a critical modality in all kinds of sevicescapes. At restaurants, our senses are intensively stimulated. They are social places that depend on acoustic design for their success. Considering the large economic interests, surprisingly little empirical research on the psychoacoustics of restaurants is available. Contributing to theory building, this article proposes a typology of designed and non-designed sonic elements in restaurants. Results from a survey of 112 restaurants in Singapore are presented, with a focus on one element of the typology, namely interior design materials. The collected data included on-site sound level, audio recordings from which psychoacoustic descriptors such as Loudness and Sharpness were calculated, perceptual ratings using the Swedish Soundscape Quality protocol, and annotations of physical features such as Occupancy. We have introduced a measure, Priciness, to compare menu cost levels between the surveyed restaurants. Correlation analysis revealed several patterns: for example, that Priciness was negatively correlated with Loudness. Analysis of annotations of interior design materials supported a classification of the restaurants in categories of Design Style and Food Style. These were investigated with MANOVA, revealing significant differences in psychoacoustic, physical, and perceptual features between categories among the surveyed restaurants: for example, that restaurants serving Chinese food had the highest prevalence of stone materials, and that Western-menu places were the least loud. Some implications for managers, acoustic designers, and researchers are discussed. (C) 2015 Elsevier Ltd. All rights reserved.

  • 75.
    Lindborg, PerMagnus
    Nanyang Technological University, Singapore.
    Sound Art Singapore: Conversation with Pete Kellock, Zul Mahmod and Mark Wong2014Ingår i: eContact!, Vol. 16, nr 2Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    This paper is a “constructed multilogue” oriented around a set of questions about sound art in Singapore. I have lived here since 2007 and felt that a “community report” should aim to probe recent history deeper than what I could possibly do on my own, in order to give a rich perspective of what is happening here today. I was very happy when Pete Kellock, Zul Mahmod and Mark Wong agreed to be interviewed. Each has a long-time involvement in the Singapore sound scene, in a different capacity. Pete is an electroacoustic music composer who has worked in research and entrepreneurship, and is a founder of muvee technologies. Zul is a multimedia artist and performer who has developed a rich personal expression, mixing sonic electronics, sculpture and robotics in playful ways. Mark is a writer and sound artist who has followed Singapore’s experimental scenes closely since the 1990s.

    I sent the three of them a letter containing a range of observations I had made (which may or may not be entirely accurate) and questions (admittedly thorny and intended to provoke), including the following:

    The geographical location and Singapore’s historic reason-to-be as a trading post has instilled a sense of ephemerality — people come and go, ideas and traditions too — as well as a need to develop contacts with the exterior. The arts scene in general seems to be largely a reflection of whatever the current trading priorities demand. In what way does the current local sound art reflect the larger forces within Singaporean society? Since art is mostly orally traded, how are its traditions nurtured and developed?

    Around 2010, the Government seems to have indicated a new task for cultural workers, including sound artists and musicians: to define — create or discover, stitch-up or steal — a “Singapore identity”. The Singapore Art Festival shut down two years while the think tanks were brewing. Will this funnel taxpayer money and (more importantly) peoples’ attention towards folkloristic or museal music, rather than to radical and/or intellectual sound art? At the same time, there is considerable commercial pressure to subsume music / sound listening into an experiential, multimodal, game-like and socially mediated lifestyle product. Are commercialization and identity-seeking two sides of the same coin — one side inflation-prone, and the other a possible counterfeit? Is there room for a “pure listening experience”, for example to electroacoustic music? Or is the future of sound art ineluctably intertwined with sculptural and visual elements?

    Different kinds of creative people involved in sound art are entrepreneurs, programmers, academics, educators, curators and journalists. Which institutions nurture talent and bring audiences to meet new experiences? Where are the hothouses for developing ideas, craft, artistry, innovation and business?

    The interviews, loosely structured around these themes, were made in January and February 2014. Our conversations often took unexpected turns (mostly for the better). I diligently transcribed the recordings, and each interviewee made corrections and additions, before we gently nudged spoken language a little closer to prose. I then brought out a pair of big scissors and a large pot of coffee, and made a cut-out collage, weaving the texts into the multilogue that follows. The idea has been to create an illusion of four people conversing with each other under the same roof. Deceit or not, at the very least, we all live and work on the same small island, somewhere in the deep southeast. I hope you will enjoy reading Sound Art Singapore.

  • 76. Ljungdahl Eriksson, Martin
    et al.
    Pareto, Lena
    Atienza, Ricardo
    University of Arts, Crafts and Design, Institutionen för Konst (K)..
    Hansen, Kjetil Falkenberg
    KTH, Skolan för elektroteknik och datavetenskap (EECS), Medieteknik och interaktionsdesign, MID.
    My Sound Space: An attentional shield for immersive redirection2018Ingår i: Audio Mostly 2018: Sound in Immersion and Emotion, New York: Association for Computing Machinery (ACM), 2018, artikel-id 09Konferensbidrag (Refereegranskat)
    Abstract [en]

    In the context of extended reality, the term immersion is commonly used as a property denoting to which extent a technology can deliver an illusion of reality while occluding the users’ sensory access to the physical environment. In this paper we discuss an alternative interpretation of immersion, used in the My Sound Space project. The project is a research endeavor aiming to develop a sound environment system that enables a personalized sound space suitable for individual work places. The medium, which in our case is sound, is transparent and thus becomes an entangled part of the surrounding environment. This type of immersion is only partly occluding the users sensory access to physical reality. The purpose of using the sound space is not to become immersed by the sounds, rather to use the sounds to direct cognitive attention to get immersed in another cognitive activity.

  • 77.
    Londakova, Andrea
    KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Samhällsplanering och miljö, Urbana och regionala studier.
    Against Singularity: Modernist housing estates: What went wrong and how can we fix it? Case Study of Norsborg, Botkyrka, Sweden2018Självständigt arbete på avancerad nivå (magisterexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

    In my thesis I look into the case of modernist mass housing estates. They appear as a typological, functional and visual anomaly relative to the traditional urban fabric of European urban centers, as a world of its own or a city inside of a city.

    How to cope with their current state of decay and social issues associated with often low-income populations is an issue on the rise, thus I examine the current prevailing approaches to interventions, as well as their causes and consequences.

    I apply the outcomes of my research through design for the case of Norsborg in Botkyrka, a modernist housing estate on the outskirts of Stockholm built during the Milljonprogrammet era. Through my design, I seek to find the underestimated values of the place that enable us to build on them, to raise the bar of quality of the environment from minimal to optimal.

  • 78.
    Lowden, Arne
    et al.
    Stockholm University .
    Favero, Federico
    KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Arkitektur, Ljusdesign. KTH MID.
    Ljus och hälsa: En kunskapssammanställning med fokus på dagsljusets betydelse i inomhusmiljö2017Rapport (Refereegranskat)
    Abstract [en]

    This report reports the published evidence in scientific papers with a focus on Nordic research, but also includes relevant technical reports and books. The results are mainly presented for the non-visual effects of daylight.

    The report indicates that more attention should be paid to the health-promoting effects that natural daylight provides in the living environment. Building design is the most important determining factor for natural daylight exposure in times when the general trend is for reduced time spent outdoors. It is especially important to consider good lighting at schools and in health care facilities.

    Light is crucial for the regulation of circadian rhythms, sleeping and waking cycles, the regulation of mood, and the activation of stress responses. 

    including access to daylight, windows, and views, becomes crucial. Good access to natural daylight in the environment facilitates the regulation of circadian rhythms and improves sleep, and daylight entering through windows promotes orientation in the room, reduces falls, and prevents depressive symptoms.

    There is a linear relation between time spent outdoors and good health, and the more natural daylight that is obtained, the fewer the health complaints that are reported. In an environment devoid of daylight, sensitivity to other evening light sources such as computer screens and tablets increases, and this affects sleep and circadian rhythms negatively.

  • 79.
    Luu, Trieuvy
    et al.
    Umeå University, Faculty of Science and Technology, Umeå Institute of Design.
    van den Broeck, Martijn
    Juul Sondergaard, Marie Louise
    Aarhus University, Denmark.
    Data Economy: Interweaving Storytelling and World Building in Design Fiction2018Ingår i: In: NORDICHI'18: PROCEEDINGS OF THE 10TH NORDIC CONFERENCE ON HUMAN-COMPUTER INTERACTION, ACM Digital Library, 2018, ACM Digital Library, 2018, s. 771-786Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper we explore the design of a design fiction as an iterative process of interweaving storytelling and world building. With the design fiction Data Economy, we present how we have imagined and externalized a data obsessed future through a protagonist, narratives, plots and diegetic prototypes; this includes the short stories Memoirs of Jesse, the short film Data Economy and a number of designed objects. Data Economy explores how far people are willing to go to satisfy their individualistic hunger to consume by creating a tension between consumerism and data collection. By analyzing the design fiction, we discuss social and ethical issues of data privacy. With a focus on narratives, plots, protagonists and diegetic prototypes, we argue that the designerly potential of design fiction lies in its ability to interweave the literary methods of storytelling with the designerly methods of world building.

  • 80.
    Marzouk, Nelly
    KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Arkitektur.
    Light as a Tool for Generating Identity: Lighting proposal for part of Islamic Cairo, Egypt2017Självständigt arbete på avancerad nivå (magisterexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Each city has a unique image and special things to offer to citizens and visitors. It is

    this unique image that differentiate between the different cities. The uniqueness of

    the image of the city is derived from the urban identity of the city and its public

    spaces. The purpose of this thesis is to define what are the factors that contribute in

    defining space identity which were found to be the physical stationary structure, the

    users and their interaction with the space which result in creating memories and

    experience and the history of the space.

    Based on this definition a connection is made to define how can urban lighting

    contribute in fulfilling those factors This connection is made through the study of

    urban lighting techniques, the different approaches of lighting masterplan for three

    cities and users perception of the space aiming to reach a final goal of a conceptual

    lighting proposal for Al-Moez Ldin Allah street which is part of Islamic Cairo in Egypt.

    Al-Moez street is considered a landmark and a touristic space in Cairo because it is

    rich with heritage landmarks and amazing medieval architecture. The street is not

    only considered a touristic space, but it is also used by locals and a lot of Egyptians

    already are emotionally attached to the space.

    Finally, a discussion part is following that aim to reflect on the steps taken to

    approach the goal of this thesis and evaluate the lighting proposal based on the

    vision of this thesis, and it shows that keeping users as the first priority in the design

    process will result in the most efficient lighting proposal.

  • 81.
    Mattsson, Helena
    KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Arkitektur, Arkitekturens historia och teori.
    "Advertising Campaign", "A prèt-a-portèr house", "The Basic Wardrobe"2011Ingår i: Design Act: Socially and Politically Engaged Design Today. Critical Roles and Emerging Tactics / [ed] Magnus Ericson, Ramia Mazé, Stockholm/Berlin: IASPIS/Sternberg Press , 2011Kapitel i bok, del av antologi (Övrig (populärvetenskap, debatt, mm))
    Abstract [en]

    DESIGN ACT Socially and politically engaged design today – critical roles and emerging tactics’ presents and discusses contemporary design practices that engage with political and societal issues. Since 2009, the Iaspis project DESIGN ACT has been highlighting and discussing practices, in which designers have been engaging critically as well as practically in such issues. Itself an example of applied critical thinking and experimental tactics, the process behind the DESIGN ACT project is considered as a curatorial, participatory and open-ended activity. DESIGN ACT has developed through a website with an online archive; public seminars; presentations and installations. 

  • 82.
    Mattsson, Helena
    KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Arkitektur, Arkitekturens historia och teori.
    Designing the 'Consumer in Infinity': The Swedish Cooperative Union's New Consumer Policy, c. 19792012Ingår i: Scandinavian Design: Alternative Histories / [ed] Kjetil Fallan, Oxford: Berg Publishers, 2012Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    This essay outlines the development of a new strategy worked out by the Swedish Cooperation Union in relation to governmental consumption policies in the late 60s and early 70s. In these years the citizen became institutionalized as a consumer through the politicization of consumption, but this is also the period when new strategies of marketing, commercials and PR were evolving which could in fact be seen as the starting point for a more liberal consumer society in the 80s. This development will be discussed through the story of two large campaigns made by the Swedish Cooperation Union: the introduction of the “meubius strip” as the new image in 1967, and the introduction of the basic wardrobe 1972. Being both a producer of design and a regulator of how to consume design the Cooperation clearly spells out strategies for designing products as well as consumers.

  • 83.
    Mattsson, Helena
    KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Arkitektur, Arkitekturens historia och teori.
    Människan, maskinen och hybriden2015Ingår i: Konsthantverk i Sverige: Del 1 / [ed] Christina Zetterlund, Charlotte Hyltén-Cavallius, Johanna Rosenqvist, Tumba, Stockholm: Mångkulturellt centrum, Konstfack Collection , 2015Kapitel i bok, del av antologi (Övrigt vetenskapligt)
  • 84.
    Mattsson, Helena
    KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Arkitektur, Arkitekturens historia och teori.
    Postmoderna strategier: KFs reklambyrå Svea och evighetssymbolen2013Ingår i: FORM, nr 3Artikel i tidskrift (Övrig (populärvetenskap, debatt, mm))
  • 85.
    Mirson, Juan Carlos
    KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Arkitektur, Ljusdesign.
    Indirect Lighting in Contemplative Architecture: A study of Depth2018Självständigt arbete på avancerad nivå (magisterexamen), 10 poäng / 15 hpStudentuppsats (Examensarbete)
    Abstract [en]

    Contemplation and illumination. The reasons behind this thesis were born in an attempt to understand a relation that have existed for millenia and that, at the same time, touches essential grounds of our being and our states of consciousness.Many approaches have made me understand that it is through the essence of these experiences that this topic can be better addressed. Delving into the phenomenology of the architectonic contemplation states, I manage to collect the necessary tools to study and gather information on the typical aspects of these lighting solutions that have an influence on the perception of spaces. First by defining the main characteristics of the indirect lighting, and then, by studying sensitive descriptions of contemplative spaces with these solutions, I have been able to highlight a series of qualities that are typical of the relation between this two worlds. The constant suggestion of a perception of infinity in these descriptions drove this thesis to the analysis of the perception of depth. Different attributes of the perception of this infinity suggested a link between the direction in which the indirect light-sources are set, and these never-ending spaces. The study of and endless depth has shown to be only approachable through the use of metaphoric descriptions, what took me to highlight the value of words, understanding it as a tool that may extend the scope of our experiences.In a last chapter, the artwork of James Turrell has been approached from two different angles. First providing an overview of his work, and second by comparing two of my personal experiences through his art. The outcome showed a tight relation with the previous findings, but also strengthening the importance of the value of knowledge, expectations and emotions. Contributing, in this way, to the creative field by bringing into light certain aspects that we generally do not consider and that have a transcendental influence in the experiences of those to whom our labour is aimed at.

  • 86.
    Nobel, Andreas
    KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Arkitektur, Kritiska studier i arkitektur. Konstfack.
    Dimmer på Upplysningen: text, form och formgivning2014Doktorsavhandling, monografi (Övrigt vetenskapligt)
    Abstract [sv]

    Avhandlingen består av två delar i vilken huvuddelen redovisas i textform och den andra som en utställning innehållande en bågsvarv samt bågsvarvade möbler. Utställningen dokumenteras som film.

    Rumsgestaltning och möbelformgivning är yrkespraktiker vilka laborerar med materiella, rumsliga och sinnliga aspekter. Inom fältet finns sedan gammalt väl utvecklade metoder och språk för att undersöka och utveckla dessa men dessa är sällan i textform och ofta inte ens i ordform. Avhandlingen diskuterar hur textbaserad teoretisering av ett visst ämne tenderar att leda till en försämrad förmåga att uppfatta och värdera sinnliga och formmässiga aspekter på det ämne som textualiseras. De akademiska institutioner som arbetar med textualiserad teoribildning har av gammal hävd tolkningsföreträde i utbildnings- och kunskapssammanhang. Denna situation har bidragit till ett dikotomiserande synsätt på kunskap vilket tenderar att värdera textteoretiska kunskapsformer högre än sådana kunskapsfält som i högre grad utvecklar kunskap praktiskt genom mer sinnesbaserat arbete i form snarare än genom text. Avhandlingen visar hur denna hierarkiska kunskapssyn också har utövat inflytande på formgivningsfälten och hur den där bidragit till det paradoxala att formaspekter på formgivning ofta hamnar i skymundan.

    Huvudfrågan som ställs i textdelen är: Vilka negativa effekter kan en ökande grad av textualiserad teoribildning befaras ha på formgivningspraktikerna? I avhandlingens formgivningsdel är forskningsfrågan: Kan en hög grad av fysiskt deltagande i designprocessen bidra med impulser som motverkar eventuella negativa effekter av en textualiseringen av teoribildningen inom, i första hand, fälten för inredningsarkitektur och möbeldesign?

    Syftet med avhandlingens textdel är att genom kritisk analys och tolkning av sådana kunskapskulturer som starkt präglas av läsande och skrivande som medel för sina teoribildningar kunna synliggöra vissa problem då dessa medel och språk tillämpas inom fälten för formgivning. Dessa textualiseringstendenser belyses också utifrån perspektiven; epistemologi, tradition, historia och makt.

    Avhandlingens formgivningsdel, utställningen, har som syfte att presentera metoder och formgivna resultat som kan ge impulser till vidareutveckling inom främst möbel- och inredningsfältet. Undersökningen i denna del sker via formgivning genom konstnärligt informerat hantverksarbete.

  • 87.
    Ore, Fredrik
    et al.
    Mälardalens högskola, Innovation och produktrealisering.
    Hansson, Lars
    Scania CV AB, Global Industrial Development, Södertälje, Sweden.
    Wiktorsson, Magnus
    Mälardalens högskola, Innovation och produktrealisering.
    Method for Design of Human-industrial Robot Collaboration Workstations2017Ingår i: Procedia Manufacturing from 27th International Conference on Flexible Automation and Intelligent Manufacturing FAIM2017, 27 Jun 2017., Elsevier, 2017, Vol. 11, s. 4-12Konferensbidrag (Refereegranskat)
    Abstract [en]

    In order to fully utilise a 3D simulation software capable of evaluating hand-guided human-industrial robot collaborative (HIRC) work tasks, there is a need of a HIRC design process for early production development stages. This paper proposes a HIRC design method that uses the possibilities of the demonstrator software in the HIRC workstation design process. The method is based on Pahl and Beitz's engineering design method; it interprets all their phases and activities into HIRC design-specific ones.

  • 88. Pedersen, Jonas Frich
    et al.
    Juul Sondergaard, Marie Louise
    Department of Aesthetics and Communication, Aarhus University, Denmark.
    CityMockUp Co-Creating the Urban Space2015Ingår i: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, Association for Computing Machinery (ACM), 2015, s. 43-48Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents CityMockUp, our contribution to the CHI'15 student design competition. CityMockUp emphasizes and proposes a solution to the problem of involving citizens in the actual process of furnishing or shaping the urban environment that they inhabit. The design consists of digitally interconnected and tangible wooden modules that enable the citizens to construct their own desired urban architecture proposals. The product is rooted within and contributes to the emerging field of Urban Interaction Design (UIxD).

  • 89.
    Prats, Vincent
    KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Arkitektur.
    Södertälje, a gateway to degrowth: A prospective design scenario to visualise the transition2017Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    The project is an attempt to explore the concept of degrowth and its implications on the municipality of Södertälje, Sweden. Degrowth is brought as a critique of the dominant ideology of taken-for-granted economic growth and its inherent over-exploitation of resources. It is advanced as the new agenda for a different society and seeks to reduce its metabolism. A voluntary degrowth starts at the political level with a series of policies and regulations that eventually lead to a radical transformation of the urban fabric, structures, programmes and lifestyles. Therefore the project aims at visualising the transition from a growth-based society to one that favours environmental and social well-being over economic growth. Food production is brought in as the first agent of change, but other types of production come in thereafter. Three preferred areas have been chosen to illustrate the changes: an improved waterfront catalyzed by a food hub, a reconfigured city centre and a motor-oriented industrial area metamorphosed into a complex mix of housing and productive spaces.

  • 90.
    Ritzén, Sofia
    et al.
    KTH, Skolan för industriell teknik och management (ITM), Maskinkonstruktion (Inst.), Integrerad produktutveckling.
    Nilsson, Susanne
    KTH, Skolan för industriell teknik och management (ITM), Maskinkonstruktion (Inst.), Integrerad produktutveckling.
    Designing and implementing a method to build innovation capability in product development teams2013Ingår i: Proceedings of iced13 volume 6: design information and knowledge, The Design Society, 2013, Vol. 6 DS75-06, s. 199-208Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents a framework and process (MINT) to support product development teams that have an ambition to improve their capability to manage both radical and incremental innovation. The driving force for the method was a clearly expressed need from teams to be able to measure and direct and change their own innovation work practice. The paper encompasses a longitudinal collaboration between academia and industry and aims to contribute to the development of a deeper understanding of how to successfully implement design research results in practice as called for by the design research community. The MINT method which is outlined in the paper has been developed and successfully adopted to the need of different teams in several companies. The learning outcome from the research project is analysed and three categories of critical factors which relates to the design, content and implementation process of the method are discussed and compared to relevant innovation and change management literature.

  • 91. Rocchesso, Davide
    et al.
    Avanzini, Federico
    Rath, Matthias
    Bresin, Roberto
    KTH, Tidigare Institutioner, Tal, musik och hörsel.
    Serafin, Stefania
    Contact sounds for continuous feedback2004Ingår i: Proceedings of International Workshop on Interactive Sonification: (Human Interaction with Auditory Displays) / [ed] Hunt, A.; Hermann, T., 2004Konferensbidrag (Refereegranskat)
    Abstract [en]

    The role of continuous auditory feedback in multimodal embodied interfaces is advocated. Examples of physics based cartoon sound models (rolling and friction) are usedto display deviation from equilibrium and exerted effort inmanipulative interfaces.

  • 92. Rocchesso, Davide
    et al.
    Bresin, Roberto
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Emerging sounds for disappearing computers2007Ingår i: The Disappearing Computer / [ed] Streitz, Norbert; Kameas, Achilles; Mavrommati, Irene, Berlin / Heidelberg: Springer , 2007, s. 233-254Kapitel i bok, del av antologi (Refereegranskat)
    Abstract [en]

    Try this simple experiment one day: wear a couple of earplugs and try to conduct your regular everyday activities, for a couple of hours. How would you describe your feelings in that deafened state? You would probably feel a sense of isolation, from the world and from other people. So, absence of sound induces perceived isolation which may turn into felt oppression in some environments, such as an anechoic chamber. One may think that if silence induces isolation, sound induces presence, but unfortunately this is not the case. We know sensitive souls that have difficulties falling asleep because they live in noisy neighborhoods. One solution that may work in this case is to play loud noise through the hi-fi loudspeakers to mask the noise from the environment. Again, isolation (e.g. from street noise) is the result, but the means to achieve it is loud noise, the opposite of silence. And how would you describe all those people that experience modern city life being shielded by earphones that play music from their walkmans or mp3 players? They look rather isolated from each other, don’t they? In some circumstances there might be a need of concentration (e.g., in studying), or people want to tune their mood (Brodsky 2002). In all those cases sounds may be the appropriate mean, as it was well known even to Thomas Edison, who used to accompany commercialization of his phonograph with a “mood change chart” aimed at surveying users reactions to that new technology. So, it seems that sounds have the potential to modulate human engagement (from isolation to arousal) in everyday environments, and this is an aspect that should be seriously considered when designing the artefacts that will populate the environments of the future, likely to be pervaded by Ambient Intelligence (AmI) in its various facets.

  • 93. Rocchesso, Davide
    et al.
    Serafin, Stefania
    Behrendt, Frauke
    Bernardini, Nicola
    Bresin, Roberto
    KTH, Skolan för datavetenskap och kommunikation (CSC), Tal, musik och hörsel, TMH, Musikakustik.
    Eckel, Gerhard
    Franinovic, Karmen
    Hermann, Thomas
    Pauletto, Sandra
    University of York, United Kingdom.
    Susini, Patrick
    Visell, Yon
    Sonic Interaction Design: Sound, Information and Experience2008Ingår i: Conference on Human Factors in Computing Systems - Proceedings, New York, NY, USA: ACM , 2008, s. 3969-3972Konferensbidrag (Refereegranskat)
    Abstract [en]

    Sonic Interaction Design (SID) is an emerging field that is positioned at the intersection of auditory display, ubiquitous computing, interaction design, and interactive arts. SID can be used to describe practice and inquiry into any of various roles that sound may play in the interaction loop between users and artifacts, services, or environments, in applications that range from the critical functionality of an alarm, to the artistic significance of a musical creation. This field is devoted to the privileged role the auditory channel can assume in exploiting the convergence of computing,communication, and interactive technologies. An overemphasis on visual displays has constrained thedevelopment of interactive systems that are capable ofmaking more appropriate use of the auditory modality.Today the ubiquity of computing and communication resources allows us to think about sounds in a proactive way. This workshop puts a spotlight on such issues in the context of the emerging domain of SID.

  • 94.
    Runberger, Jonas
    KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Fastigheter och byggande, Projektkommunikation. KTH, Skolan för arkitektur och samhällsbyggnad (ABE), Arkitektur, Arkitekturteknik.
    Realtime Editing2008Ingår i: Rum : arkitektur, inredning och design, ISSN 1650-1330, nr 10Artikel i tidskrift (Övrig (populärvetenskap, debatt, mm))
  • 95.
    Sampaio, José Nuno
    KTH. Linnaeus Univ, Sweden.
    Light urban design strategies: Light Urban Design Strategies: The Cities' Users and Urban Senses - A Qualitative Approach To Outdoor Urban Public Space Lighting2011Ingår i: 27TH SESSION OF THE CIE, VOL. 1, PTS 1 AND 2, C I E CENTRAL BUREAU , 2011, s. 1201-1207Konferensbidrag (Refereegranskat)
    Abstract [en]

    By departure from the complexity of senses involved in our human condition, to the urban reality expressed in spatial and social events, the night time sensitivity of the urban realm is here investigated. This paper aims at proposing the consideration of additional five urban senses related to Light and Lighting in the outdoor urban public space, from a design perspective, trying to explore a problem-setting strategy and away from case-studies analysis, but future oriented.

  • 96.
    Sandberg, Fredrik
    Linnaeus University, School of Design, SE-39182 Kalmar, Sweden.
    Co-creating collaborative food serviceopportunities through work context maps2012Ingår i: ServDes. 2012 3rd Nordic Conference on Service Design and Service Innovation: CO-CREATING SERVICES / [ed] Päivi J. Tossavainen ; Milla Harjula ; Stefan Holmlid, Linköping, 2012, s. 243-251Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents a co-design workshop method where the participants use context maps of work activities as tools to visually explore collaborative service opportunities inside a food producer community. As an example the paper describes experiences from using the method together with small local food producers. During the workshop the food producers created and transferred knowledge regarding their work from the individual work maps to co-created future service maps. Although the food producers never had worked in these settings before,they had no problem sharing and co-creating complex work scenarios. The method uses both visual and verbal tools, which enables the participants to create a detailed service story as well as a visual overview. The use of the method encouraged the food producers to create service ideas, but it also started a dialog on how to bring the service concepts out to the real work context. The paper also reflects upon the method’s potential in supporting service designers.

  • 97.
    Sandberg, Fredrik
    School of Design, Linnaeus University, Växjö, Sweden.
    Dead or alive: How municipalities can useservice design tools to create live servicesthat are flexible, mindful and involving2014Ingår i: ServDes.2014 Service Future; Proceedings of the fourth Service Design and Service Innovation Conference; Lancaster University; United Kingdom; 9-11 April 2014, Linköping, 2014, s. 434-439Konferensbidrag (Refereegranskat)
    Abstract [en]

    Regional service innovation is an emerging and important topic within the European Union. According to the OECD it is becoming ever more crucial for each European municipality to support collaborations between regional stakeholders in order to be innovative and competitive. But collaborations between large municipalities with fixed service routines and small flexible SMEs are challenging. In this paper we argue that service design and service designers’ knowledge about different techniques can act as a new approach for municipalities to interact with SMEs in a creative way. As an example of this; the paper describes experiences from a workshop where service designers; SMEs and Swedish municipalities prototypes a visual mapping activity. From this first pilot study we learned that visual mapping is an activity that makes it possible for municipalities to step out of their standardised service routines and step into a more involving and flexible service offering.

  • 98.
    Sandberg, Fredrik
    KTH, Skolan för industriell teknik och management (ITM), Maskinkonstruktion (Inst.), Produkt- och tjänstedesign.
    Designing tools for conviviality: A design led exploration of Participatory Activity Mapping2019Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    This thesis is a report of research work that contributes to the understanding of so-called convivial tools. It does this by describing how small enterprises use Participatory Activity Mapping as an approach to changing, as well as caring about, people and the things that hold their work situations together. Working on this thesis I observed that small enterprises and their employees function in complex and heterogeneous work environments without having the tools or routines to make presentations of how the different aspects of their work situation are held together. In this thesis such tools are described as convivial tools, that is tools that can be used by people to create things, express their own tastes and caring for others. Over 15 different Participatory Activity Mapping events were conducted during the period of research. The following research questions were put: What are the potentialities of using Participatory Activity Mapping as a convivial tool? How does Participatory Activity Mapping aid the processes of designing product propositions? and How does Participatory Activity Mapping assist small enterprises in creating conviviality. A methodological and theoretical triangulation was used, together with a practice-based and design-led generative design approach, to advance the inquiry into the potentialities of using Participatory Activity Mapping as a convivial tool. The investigation revealed that knowledge is not created from a single vision: on the contrary it is partial and pluralistic. Participatory Activity Mapping supports a situated approach, where the mapmakers co-create their own versions of their own situation together with versions and positions from other people and things. In this sense Participatory Activity Mapping is about helping the mapmakers to co-create topological propositions and see relations within their own practice in order to craft new relational patterns. In addition, the study presents different mapping situations as examples and guidance for how the design field can be sensitive to mapping aspects that show strategies for othering, making absent actors present and tellable otherness. The conclusion of this thesis is that future design researchers and future design practitioners should consider shifting their focus from creating product propositions to creating convivial tools that support people in their efforts to enrich their environment with the fruits of their own vision. This could help design practitioners to involve the space in-between and change current design tools, such as service blueprints, into something that is much more heterogeneous, decentralized, messy and involving.

  • 99.
    Sandberg, Fredrik
    KTH, Skolan för industriell teknik och management (ITM), Maskinkonstruktion (Inst.), Produkt- och tjänstedesign.
    Designing tools forconviviality: A design led exploration of ParticipatoryActivity Mapping2019Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    This thesis is a report of research work that contributes to the understandingof so-called convivial tools. It does this by describing how small enterprisesuse Participatory Activity Mapping as an approach to changing, as well ascaring about, people and the things that hold their work situations together.Working on this thesis I observed that small enterprises and their employeesfunction in complex and heterogeneous work environments without havingthe tools or routines to make presentations of how the different aspects oftheir work situation are held together. In this thesis such tools are describedas convivial tools, that is tools that can be used by people to create things,express their own tastes and caring for others. Over 15 different ParticipatoryActivity Mapping events were conducted during the period of research. Thefollowing research questions were put: What are the potentialities of usingParticipatory Activity Mapping as a convivial tool? How does ParticipatoryActivity Mapping aid the processes of designing product propositions? andHow does Participatory Activity Mapping assist small enterprises in creatingconviviality. A methodological and theoretical triangulation was used, togetherwith a practice-based and design-led generative design approach, to advancethe inquiry into the potentialities of using Participatory Activity Mapping as aconvivial tool. The investigation revealed that knowledge is not created from asingle vision: on the contrary it is partial and pluralistic. Participatory ActivityMapping supports a situated approach, where the mapmakers co-create theirown versions of their own situation together with versions and positionsfrom other people and things. In this sense Participatory Activity Mapping isabout helping the mapmakers to co-create topological propositions and seerelations within their own practice in order to craft new relational patterns.In addition, the study presents different mapping situations as examplesand guidance for how the design field can be sensitive to mapping aspectsthat show strategies for othering, making absent actors present and tellableotherness. The conclusion of this thesis is that future design researchers andfuture design practitioners should consider shifting their focus from creatingproduct propositions to creating convivial tools that support people in theirefforts to enrich their environment with the fruits of their own vision. Thiscould help design practitioners to involve the space in-between and changecurrent design tools, such as service blueprints, into something that is muchmore heterogeneous, decentralized, messy and involving.

  • 100.
    Sandberg, Fredrik
    LINNAEUS UNIVERSITY, SCHOOL OF DESIGN.
    VISUAL INQUIRY: A TOOL FOR PRESENTING AND SHARING CONTEXTUAL KNOWLEDGE2011Ingår i: Nordic Design Research Conference 2011, Making Design Matter, 2011Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents an inquiry method where the participants create a visual presentation of their experiential knowledge of working. As an example the paper describes experiences from using the inquiry method together with small local food producers. The owners use the visual inquiry tool to present their small company's activities, the stakeholders involved, problems, strengths,changes and dreams for the future. Although the food producers never had described their knowledge as one picture before, they had no problem mapping out and visually presenting complex information about their production. The method uses sticky notes as mapping tools, which enables the participants to rearrange information,point at related information, jump in time and also include the research group in the knowledge creation. The use of the visual inquiry method increases the participants’ involvement and community building. The paper also describes how the visual presentations, created at several inquiry sessions, are used in a workshop on collaborative services.

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