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Making Preciousness: Interaction Design Through Studio Crafts
KTH, School of Computer Science and Communication (CSC), Media Technology and Interaction Design, MID. (Interaction Design)
2017 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

This dissertation explores value-creation in interaction design through practical collaborations with studio craftspersons. A focus is on the meaning of “preciousness” from a design perspective – what I refer to as Making Preciousness –  which highlights aspects of material properties, design processes, and the attitude to the design space. Theoretically, the work takes inspiration from the Japanese philosophy of Wabi-Sabi, which is based on the fact that things are impermanent, incomplete, and imperfect. This reflects a view of preciousness beyond notions of practical use, luxury or monetary cost. In addition to theoretical studies, I engaged in practice-based research at the intersection of interaction design and studio crafts, in the domains of leather, silversmith and textile crafting. Through an approach that blends these practices with the making of interactive artefacts, preciousness for interaction design was explored.

Through this work, I extract three qualities, all of which are closely linked to attributes and values ​​embedded in the craft practices examined. I refer to these as resourceful composition, material sensuality and the aiming for mattering artefacts. Resourceful composition refers to approaching a design space “resourcefully”, meaning that the designer actively values and uses the specific qualities of materials and tools consciously, for what they are suitable for. Material sensuality is about appreciating the sensory experience of interacting with materials, arriving through particular material qualities, such as texture, temperature or smell, but also interactive qualities. Aiming for mattering artefacts involves actively designing for impermanence, incompleteness and imperfection, and through that contributing to notions of preciousness through use, care, ownership and interaction between users and artefacts over time.

The attitude of making preciousness can be seen as tying together materials and making with user experiences of computational artefacts. For interaction design, this points towards making processes in which computation and material knowledge, craftsmanship and aesthetic intentions are placed at the core. These values ​​relate to cultural, but also sensual experiences, which can be seen as under-explored in the design of interactive products.

Place, publisher, year, edition, pages
KTH Royal Institute of Technology, 2017. , p. 153
Series
TRITA-CSC-A, ISSN 1653-5723 ; 26
Keywords [en]
Interaction design, materials, making preciousness, studio crafts, resourceful composition, material sensuality, mattering artefacts, impermanence, incompleteness, imperfection
National Category
Engineering and Technology
Research subject
Human-computer Interaction
Identifiers
URN: urn:nbn:se:kth:diva-219765ISBN: 978-91-7729-630-0 (print)OAI: oai:DiVA.org:kth-219765DiVA, id: diva2:1165012
Public defence
2018-01-26, Kollegiesalen, Brinellvägen 8, Stockholm, 13:00 (English)
Opponent
Supervisors
Note

QC 20171213

Available from: 2017-12-13 Created: 2017-12-12 Last updated: 2022-06-26Bibliographically approved
List of papers
1. Leather as a material for crafting interactive and physical artifacts
Open this publication in new window or tab >>Leather as a material for crafting interactive and physical artifacts
2014 (English)In: Proceedings of the Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques, DIS, 2014, p. 5-14Conference paper, Published paper (Refereed)
Abstract [en]

Leather is a material used for the making of artifacts ever since early human history, and which can be used also in contemporary design for various types of interactive and electronic products. In this paper, we present a series of small scale explorations of leather, first as skin close interfaces for physical engagement, and secondly in terms of crafting using hand tools and a laser cutter. We reflect on our experiences along these two strands and discuss future possibilities of leather as a rich material for providing new types of interactive experiences. By discussing emerging topics related to traditional crafting processes and contemporary rapid fabrication with this material, we find a great potential of merging such processes and tools for future interaction design settings.

National Category
Computer and Information Sciences
Identifiers
urn:nbn:se:kth:diva-168552 (URN)10.1145/2598510.2598574 (DOI)2-s2.0-84904490720 (Scopus ID)
Conference
2014 ACM SIGCHI Conference on Designing Interactive Systems, DIS 2014; Vancouver, BC; Canada
Note

QC 20150605

Available from: 2015-06-05 Created: 2015-06-04 Last updated: 2022-06-23Bibliographically approved
2. Precious Materials of Interaction: Exploring Interactive Accessories as Jewellery Items
Open this publication in new window or tab >>Precious Materials of Interaction: Exploring Interactive Accessories as Jewellery Items
2015 (English)In: Nordes, ISSN 1604-9705, no 6Article in journal (Refereed) Published
Abstract [en]

In this paper we present a series of design explorations on the theme of wearable and mobile technology through the lens of jewellery design. This is done by looking at properties of traditional fine jewellery in terms of material considerations and crafting processes, as well as considerations related to patterns of wear and interaction. By using jewellery as a point of departure, both theoretically and practically, we discuss four topics: a) the gestalt of electronic artefacts versus jewellery design, b) material preciousness, c) interactive properties of physical materials, and d) jewellery usage as an inspiration for new interactive designs.

Place, publisher, year, edition, pages
Nordes – Nordic Design Research, 2015
National Category
Interaction Technologies
Research subject
Art, Technology and Design; Human-computer Interaction
Identifiers
urn:nbn:se:kth:diva-179683 (URN)
Conference
Nordes'15
Projects
Precious Materials of InteractionArts and Crafts
Funder
VINNOVA
Note

QC 20160129

Available from: 2015-12-20 Created: 2015-12-20 Last updated: 2022-06-23Bibliographically approved
3. Articulating challenges of hybrid crafting for the case of interactive silversmith practice
Open this publication in new window or tab >>Articulating challenges of hybrid crafting for the case of interactive silversmith practice
2017 (English)In: DIS 2017 - Proceedings of the 2017 ACM Conference on Designing Interactive Systems, Association for Computing Machinery (ACM), 2017, p. 1187-1200Conference paper, Published paper (Refereed)
Abstract [en]

As interactive objects get embedded into different cultural contexts and take on more varied material forms, the relationship between interaction design and crafting practices in the physical domain is becoming increasingly interwoven. In this paper, we present an explorative project that involved intense collaborations between the areas of interaction design and silversmith practice. A main focus of the investigation concerned ways of surfacing conductive metals in interactive artefacts through the making of small, three-dimensional, and close-to-skin sensors. We reflect on insights made during this process, focusing on the challenges of combining the two knowledge areas on a level of materials, tools and techniques. In particular, we discuss qualities that silversmith crafting brings forth that can inform future directions of interaction design in terms of interaction gestalts, design values and hybrid crafting practices, more broadly.

Place, publisher, year, edition, pages
Association for Computing Machinery (ACM), 2017
Keywords
Hybrid crafting, Interaction design, Metals, Silversmith
National Category
Human Computer Interaction
Research subject
Information and Communication Technology
Identifiers
urn:nbn:se:kth:diva-213267 (URN)10.1145/3064663.3064718 (DOI)000714940000103 ()2-s2.0-85023170715 (Scopus ID)
Conference
12th ACM Conference on Designing Interactive Systems, DIS 2017, Edinburgh, United Kingdom, 10 June 2017 through 14 June 2017
Projects
Arts and Crafts
Note

QC 20170830

Part of proceedings: ISBN 978-145034922-2

Available from: 2017-08-30 Created: 2017-08-30 Last updated: 2022-08-26Bibliographically approved
4. Nebula: An Interactive Garment Designed for Functional Aesthetics
Open this publication in new window or tab >>Nebula: An Interactive Garment Designed for Functional Aesthetics
2015 (English)In: Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, New York, NY, USA: ACM , 2015, p. 275-278Conference paper, Published paper (Refereed)
Abstract [en]

In this paper we present Nebula, a prototype for examining the properties of textiles, fashion accessories, and digital technologies to arrive at a garment design that brings these elements together in a cohesive manner. Bridging the gap between everyday performativity and enactment, we aim at discussing aspects of the making process, interaction and functional aesthetics that emerged. Nebula is part of the Sound Clothes project that aims at exploring the expressive potential of wearable technologies creating sound from motion.

Place, publisher, year, edition, pages
New York, NY, USA: ACM, 2015
Series
CHI EA '15
Keywords
design process, fashion, music computation, wearable technology
National Category
Human Computer Interaction Media and Communication Technology
Research subject
Media Technology; Human-computer Interaction
Identifiers
urn:nbn:se:kth:diva-170399 (URN)10.1145/2702613.2725454 (DOI)2-s2.0-84954230456 (Scopus ID)978-1-4503-3146-3 (ISBN)
Conference
CHI 2015
Projects
SoundClothes
Note

QC 20150630

Available from: 2015-06-30 Created: 2015-06-30 Last updated: 2022-06-23Bibliographically approved
5. On the Surface of Things: Experiential Properties of the Use of Craft Materials on Interactive Artefacts
Open this publication in new window or tab >>On the Surface of Things: Experiential Properties of the Use of Craft Materials on Interactive Artefacts
2017 (English)In: Alive. Active. Adaptive: International Conference on Experiential Knowledge and Emerging Materials, EKSIG 2017, TU Delft Open, TU Delft Open , 2017, p. 314-326Conference paper, Published paper (Refereed)
Abstract [en]

Surface materials play a central role in the way we experience things. This is also the case with interactive artefacts, since the materials that are used for designing a surface or a casing will affect the ways in which the artefact will be physically interacted with and experienced as an object. In this paper we take a closer look at physical surfaces and study the experiential properties of different types of craft materials, which in our case are leather, textile, metal and wood. We look at how they influence the experience of interacting with an artefact by providing illustrative examples of interactive artefacts from our own design research, in which such materials have been used on their surface. In order to do this we distinguish between three types of experiential properties based on Giaccardi and Karana's materials experience framework (Giaccardi & Karana, 2015), and on Fernaeus et al. action-centric tangible interaction (Fernaeus, Tholander, & Jonsson, 2008). These are sensory experience, physical manipulation, and interactive behaviour. The purpose with our distinction between the three experiential properties is to illustrate possible ways in which a craft material can influence the interaction with an artefact, focusing on the sensorial experience craft materials offer, how they afford particular physical manipulations in regards to the ways they can be given shape, and finally how they can offer interactive qualities based on their abilities to conduct, to resist, or trigger. We end by reflecting on the three experiential properties and discussing emerging topics that should be further considered when craft materials are used on the surface of interactive artefacts, in regards to craft values but also the social and cultural situatedness of surfaces and consequently artefacts.

Place, publisher, year, edition, pages
TU Delft Open, 2017
Keywords
Craft materials, Experiential properties, Interactive artefacts, Leather, Metal, Surface, Textile, Wood, Metals, Surfaces, Textiles, Design research, Emerging topics, Sensory experiences, Surface materials, Tangible interaction
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:kth:diva-207859 (URN)2-s2.0-85081056016 (Scopus ID)9788790775902 (ISBN)
Conference
2017 International Conference of the Design Research Society Special Interest Group on Experiential Knowledge: Alive. Active. Adaptive, EKSIG 2017, 19-20 June 2017, Rotterdam, Netherlands
Note

QC 20170705

Available from: 2017-05-29 Created: 2017-05-29 Last updated: 2022-06-27Bibliographically approved
6. Expanding on Wabi-Sabi as a Design Resource in HCI
Open this publication in new window or tab >>Expanding on Wabi-Sabi as a Design Resource in HCI
2015 (English)In: 34TH ANNUAL CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, CHI 2016, ACM Digital Library, 2015, p. 5970-5983Conference paper, Published paper (Refereed)
Abstract [en]

The material foundations of computer systems and interactive technology is a topic that gained an increased interest within the HCI community during the last years. In this paper we discuss this topic through the Japanese concept of Wabi-Sabi, a philosophy that embraces three basic realities of the material world: 'nothing lasts', 'nothing is finished', and 'nothing is perfect'. We use these concepts to reflect on four unique interactive artefacts, which all in different ways embrace aspects of Wabi-Sabi, in terms of their design gestalt, materiality, but also in terms of use practices. Further, we use our analysis to articulate three high-level principles that may help addressing the long-term realities faced in physical interaction design, and for the design of interactive systems in general.

Place, publisher, year, edition, pages
ACM Digital Library, 2015
Keywords
Interaction design, impermanence, incompleteness, imperfection, Wabi-Sabi, materiality, design practice
National Category
Computer Sciences
Identifiers
urn:nbn:se:kth:diva-192800 (URN)10.1145/2858036.2858459 (DOI)000380532905084 ()2-s2.0-84997454680 (Scopus ID)978-1-4503-3362-7 (ISBN)
Conference
34th Annual CHI Conference on Human Factors in Computing Systems (CHI4GOOD), MAY 07-12, 2016, San Jose, CA
Note

QC 20160926

Available from: 2016-09-26 Created: 2016-09-20 Last updated: 2022-06-22Bibliographically approved

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Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
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Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
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Output format
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  • asciidoc
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