A key-note presented at Rotterdam University of Applied Sciences in february 2014 about how philosophy of "embodiment of human being" can help design the Smart City. Instead of making the city digital, how can we use digital processing to make for a better experience in the actual, concrete world in which our bodies are situated?
1. BODY AND THE CITY
Jelle van Dijk
University of Southern Denmark, Sønderborg
Utrecht University of Applied Sciences
International Week, February 10, 2014 Rotterdam Hogeschool,
2. Jelle van Dijk
www.jellevandijk.org
Utrecht, The Netherlands, 1975
MA Cognitive Science Nijmegen
Phd Industrial Design Eindhoven
Researcher-lecturer Hogeschool Utrecht, lectoraat Co-design
Post-doc University of Southern Denmark, SPIRE centre, Sønderborg
3. Interaction design ‘beyond’ the screen
Tangible
Interaction
Augmented
Reality
Digital
-physical
Integration
Natural
User
Interface
Full body
interaction
Context
Aware
NeuroFeedback
Research Area’s: Ubiquitous computing, Wearables, Tangible Interaction, Embodied interaction,
Augmented reality, Rich Interaction, Social Computing, Mobile computing, Ambient Intelligence, HumanBrain interfacing, etc…
Conference: Tangible, Embodied and Embedded Interaction (TEI)
4. Interaction Design: Two basic perspectives
The Information-Processing perspective
The Embodied perspective
19. The Social Life of Small Urban Spaces, W. White
“People sit where one can sit”
“The best places are those where you can watch other people”
20. Design from an Embodied perspective
DESIGN FOR SKILLS
DESIGN FOR SOCIAL PRACTICES
DESIGN FOR TRACES
(Van Dijk, Van der Lugt & Hummels, 2014) Beyond Distributed Representation…
26. An alternative solution, however,
to open the campus for business without any paths, and with g
ering all the spaces between buildings. Over a period of month
will begin to emerge. These will reflect both the real needs of t
the tendency of individuals to follow emerging trails.
Andy Clark exlaining ‘Stigmergy’
In: “Being There”, 1997
34. The smart city: an embodied perspective?
How to move beyond the
“interface” that gives
“access to digital
information”
How to design technology
that supports ‘embodied
interactions’ with the city?
How to design for:
- Skills?
- Social practices?
- Traces?
Google glass:
good or bad example?
?
35. Tomorrow: CITIES, PLACES FOR TRACES
•
Please bring examples of design projects you know that implement some form of
TRACES in relation to the SMART CITY. Anything springs to mind?
•
Bring your own ideas: how could we design new kinds of TRACES?
•
Bring your favorite sketching tools, a camera (phone), laptop, …
www.jellevandijk.org
jelle1975@gmail.com
38. Suchman, Plans and Situated Actions
Suchman on canoe descent: embodied ‘know-how’
39. Design for know-how (instead of ‘know-that’)
Rotterdam
“Know-that”
“Know-how”
(Ryle, 1949; Merleau-Ponty, 1963; Dreyfus, 1979; Suchman, 1986)
40. What does this ‘know how’ consist of?
(In other words what should we design for?)
DESIGN FOR SKILLS
DESIGN FOR SOCIAL PRACTICES
DESIGN FOR TRACES
(Van Dijk, Van der Lugt & Hummels, 2014) Beyond Distributed Representation…
42. An alternative solution, however,
to open the campus for business without any paths, and with g
ering all the spaces between buildings. Over a period of month
will begin to emerge. These will reflect both the real needs of t
the tendency of individuals to follow emerging trails.
Andy Clark exlaining ‘Stigmergy’
In: “Being There”, 1997
43. Traces
•
Based on Stigmergy (ant trails, termite hills, etc…)
Definition of an interactive trace:
1.
2.
3.
4.
5.
6.
People are immersed in an activity that is meaningful to them
There is not much ‘thinking’ involved, it is a skilled routine (e.g. biking to work)
As a ‘by-effect’ the activity leaves a trace (e.g. worn grass)
Later on, these same people, or other people, can use such traces to guide their
actions (see where to go on the grass field)
Again, one does not need to think about this, the trace gets ‘taken up’ in the
skilled routine, it becomes part of unconscious ‘embodied action’.
We can make technology that enables people to create and perceive new kinds
of traces that don’t exist in the natural world (e.g. we could create ‘worn grass’ on
a concrete road if that concrete is made interactive)
44. Flight strips: the role of artifacts
• Study by Hughes et al, 1995
• Studying everyday work
practices of air-traffic
controllers
• “Flight strips” do not just
‘record information’
• Strips and their location in
the space help people to
coordinate work ‘in action’,
without explicit planning
and management.
• People show ‘what they are
doing now’ through the way
they leave the flight strips as
traces in the environment
• (Dourish, 2001)
67. Target group
•
•
•
•
•
•
•
•
•
•
•
Elementary school children (age 6-12)
Independent living seniors (70-80 years old)
Working mothers
People that bicycle to work each morning in rush-hour
Immigrants that just came to live in the city
Single people aged 25-35 who are married to their high-paid fulltime job
City cleaners
Ambulance personnel
Police officers who patrol the street (walking)
Street artists or street-musicians
Tourists from Azia
(Don’t take ‘students’ as a target group)
68. Ask the “How can...” question
•
•
•
•
•
•
•
How can parents keep track of their children in the city through traces?
How can bikers be more social in traffic through traces?
How can foreign visitors meet local people through traces?
How can police patrol be optimized (or made less obtrusive) using traces?
How can children enjoy urban playgrounds more, using traces?
How can graffiti-art take on a whole new dimension, using traces?
How can older people show each other the way to ‘aged-friendly’ shops, using
traces?
•
How can ….
69. Photocollage
30 min
• Search (or make!) a photo of people of your target group) in their typical urban setting (e.g.
bikers in rush-hour)
• Add your concept of interactive traces in Photoshop
• Make sure it is clear what the people are doing, what ‘is happening’
• Make sure it is clear what role the traces play in their activity (how they help)
• Design from the concept, do not let the technological (im)possibilities constrain your
thinking.
•
Send your picture to jelle1975@gmail.com
1 min per team
• Pitch your concept
30 min
• Discussion and reflection