Interactive Spaces for Supporting Embodied Collaborative Design Practices
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Zusammenfassung
Digital technology is increasingly influencing how design is practiced. However, it is not always successful in supporting all design activities. In contrast, especially informal collaborative design methods that are typically practiced early in the design process are still poorly supported by digital tools. Traditional workflows are often altered in negative ways due to a lack of fluency and immediacy or through incompatibility with social dynamics and embodied actions. Many design practices are thus still better supported by relying on traditional physical tools that better facilitate design as embodied, situated practice. At the same time however, digital technology is inevitable in today’s work ecology. As a result of this tension, designers frequently have to move between digital and physical tools.
This thesis takes this critical gap as a central motive for investigating how digital tools can be designed to both preserve and augment existing material and social practices of collaborative design activities. By approaching potential solutions to this gap, the state of digital design and creativity support tools is advanced to better suit embodied design practices. Within this thesis, this research question is approached through the design and evaluation of new digital tools within four themes of design practice: 1) externalization, 2) reflection, 3) collaboration and 4) process. Further, as a framework to this research, a structured design methodology is developed that specifically addresses the goal of integrating digital technology with embodied design practices. This tradeoff-driven methodology is then applied to different concrete cases to demonstrate its applicability in context.
Within three case studies, new concepts for supporting collaborative embodied design practices are presented. Within the first study, the interactive space AffinityTable is discussed which was designed to support the collaborative design method affinity diagramming. A second case study presents the tool IdeaVis for supporting collaborative sketching sessions. In a third case study, support for the particular activity of documenting and organizing design artifacts is explored with the interactive space ArtifactBubbles. Taken together, the case studies deliver a representation of collaborative embodied design practices. Each case study provides a detailed introduction and justification of the case selection and documents the application of the proposed tradeoff-driven design methodology throughout analysis, design and evaluation.
As a result, this thesis delivers three types of contributions. As a first contribution, the thesis describes a novel design methodology than can be applied to related design problems. As a second contribution, new design concepts and interaction techniques are introduced that can be reused and adapted by other researchers or practitioners. Eventually, empirical data that relates to the effect of the designed methods on properties of design practice is provided. The thesis concludes with abstract design guidelines that bring together all contributions for reuse by researchers and practitioners.
Zusammenfassung in einer weiteren Sprache
Designpraktiken werden zunehmend von digitaler Technologie beeinflusst. Jedoch ist eine technische Unterstützung von Designaktivitaäten nicht immer erfolgreich. Vor allem kooperative und informelle Designmethoden, die vorwiegend in frühen Prozessphasen praktiziert werden, sind nur unzureichend durch technische Hilfsmittel unterstützt. Häufig stören digitale Werkzeuge sogar den traditionellen Arbeitsfluss und etablierte soziale Dynamiken durch einen Mangel an Unmittelbarkeit und durch fehlende Direktheit und Körperlichkeit. Da diese Aspekte jedoch wichtige Charakteristiken von realen Designpraktiken sind, bevorzugen viele Designer nach wie vor traditionelle Materialen und Werkzeuge. Zugleich schreitet die Digitalisierung auch in der Design-Domäne voran, was dazu führt, dass sich Designer oft zwischen der digitalen Welt und der physischen Welt bewegen müssen.
Diese Dissertation befasst sich mit der Fragestellung, wie diese beiden Welten besser überbrückt werden können, um wichtige Eigenschaften von traditionellen Materialen und Werkzeugen zu bewahren und darüber hinaus von digitalen Funktionalitäten zu profitieren. Durch die Erforschung von verschiedenen technischen Lösungsansätzen für diese Problematik, erweitert diese Arbeit vorhandene Forschungsarbeiten durch eine Fokussierung auf körperliche Aspekte zur Kreativitätsförderung. Die Studien in dieser Dissertation werden innerhalb eines Frameworks mit vier Dimensionen betrachtet: 1) Externalisierung, 2) Reflektion, 3) Kollaboration, und 4) Prozess. Zudem wird eine Methodik entwickelt, die basierend auf Design-Tradeoffs eine systematische Integration von Technologie in reale Arbeitsprozesse ermöglicht. Die Anwendbarkeit der Methodik wird in drei konkreten Fallstudien aus dem Forschungskontext demonstriert.
In der ersten Fallstudie wird der Designprozess des interaktiven Raums AffintyTable diskutiert. Dieses System reichert die Designmethode Affinity Diagramming durch hybride Interaktionskonzepte an. Eine zweite Studie beschreibt IdeaVis, ein hybrides Werkzeug für die Unterstützung von Sketching-Sessions in kleinen Gruppen. In einer dritten Fallstudie wird schließlich das Werkzeug ArtifactBubbles betrachtet, ein Konzept zur Organisation und Dokumentation von Designartefakten. In jeder Fallstudie wurden die Phasen Analyse, Design und Evaluation anhand der zuvor abgeleiteten Tradeoff-basierten Designmethodik durchgeführt. Zusammen genommen liefern die Fallstudien eine Betrachtung des Forschungsgegenstandes aus unterschiedlichen Blickwinkeln. Dabei wurden die Themen der Fallstudien so ausgewählt, dass diese möglichst repräsentativ für häufig praktizierte Designmethoden sind.
Die Forschungsbeiträge dieser Arbeit begründen sich in einer neuartigen Methodik zur Gestaltung interaktiver Systeme, einer Reihe von neuen Interaktionstechniken und empirischen Daten über die praktische Anwendung dieser Techniken. Schließlich werden alle diese Beiträge durch abstrakte Design-Richtlinien zusammengefasst um die Erkenntnisse anderen Forschern und Praktikern zugänglich zu machen.
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GEYER, Florian, 2013. Interactive Spaces for Supporting Embodied Collaborative Design Practices [Dissertation]. Konstanz: University of KonstanzBibTex
@phdthesis{Geyer2013Inter-25971, year={2013}, title={Interactive Spaces for Supporting Embodied Collaborative Design Practices}, author={Geyer, Florian}, address={Konstanz}, school={Universität Konstanz} }
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However, it is not always successful in supporting all design activities. In contrast, especially informal collaborative design methods that are typically practiced early in the design process are still poorly supported by digital tools. Traditional workflows are often altered in negative ways due to a lack of fluency and immediacy or through incompatibility with social dynamics and embodied actions. Many design practices are thus still better supported by relying on traditional physical tools that better facilitate design as embodied, situated practice. At the same time however, digital technology is inevitable in today’s work ecology. As a result of this tension, designers frequently have to move between digital and physical tools.<br /><br />This thesis takes this critical gap as a central motive for investigating how digital tools can be designed to both preserve and augment existing material and social practices of collaborative design activities. By approaching potential solutions to this gap, the state of digital design and creativity support tools is advanced to better suit embodied design practices. Within this thesis, this research question is approached through the design and evaluation of new digital tools within four themes of design practice: 1) externalization, 2) reflection, 3) collaboration and 4) process. Further, as a framework to this research, a structured design methodology is developed that specifically addresses the goal of integrating digital technology with embodied design practices. This tradeoff-driven methodology is then applied to different concrete cases to demonstrate its applicability in context.<br /><br />Within three case studies, new concepts for supporting collaborative embodied design practices are presented. Within the first study, the interactive space AffinityTable is discussed which was designed to support the collaborative design method affinity diagramming. A second case study presents the tool IdeaVis for supporting collaborative sketching sessions. In a third case study, support for the particular activity of documenting and organizing design artifacts is explored with the interactive space ArtifactBubbles. Taken together, the case studies deliver a representation of collaborative embodied design practices. Each case study provides a detailed introduction and justification of the case selection and documents the application of the proposed tradeoff-driven design methodology throughout analysis, design and evaluation.<br /><br />As a result, this thesis delivers three types of contributions. As a first contribution, the thesis describes a novel design methodology than can be applied to related design problems. As a second contribution, new design concepts and interaction techniques are introduced that can be reused and adapted by other researchers or practitioners. Eventually, empirical data that relates to the effect of the designed methods on properties of design practice is provided. The thesis concludes with abstract design guidelines that bring together all contributions for reuse by researchers and practitioners.</dcterms:abstract> </rdf:Description> </rdf:RDF>