skip to main content
10.1145/3290605.3300342acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
research-article

The Magic Machine Workshops: Making Personal Design Knowledge

Authors Info & Claims
Published:02 May 2019Publication History

ABSTRACT

New technologies emerge into an increasingly complex everyday life. How can we engage users further into material practices that explore ideas and notions of these new things? This paper proposes a set of qualities for short, intense, workshop-like experiences, created to generate strong individual commitments, and expose underlying personal desires as drivers for ideas. By making use of open-ended making to engage participants in the imagination of new things, we aim to allow a broad range of knowledge to materialise, focused on the making of work that is about technology, rather than of technology.

References

  1. 2011. Why robot? by James Auger and Jimmy Loizeau, Retrieved 11 01 2012 from http://augerloizeau.tumblr.com.Google ScholarGoogle Scholar
  2. 2016. Matt Adams from Blast Theory, interview with Kristina Andersen.Google ScholarGoogle Scholar
  3. Kristina Andersen. 2013. Making Magic Machines. In Proceedings of Crafting the Future: 10th European Academy of Design Conference. Göteborg, Sweden.Google ScholarGoogle Scholar
  4. Kristina Andersen. 2014. The Deliberate Cargo Cult. In Proceedings of the 2014 Conference on Designing Interactive Systems (DIS '14). ACM, New York, NY, USA, 627--636. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Kristina Andersen, Margot Jacobs, and Laura Polazzi. 2004. Funology. Kluwer Academic Publishers, Norwell, MA, USA, Chapter Playing Games in the Emotional Space, 151--163. http://dl.acm.org/citation.cfm?id=1139008.1139026 Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Kristina Andersen, Margot Jacobs, and Laura Polazzi. 2018. Playing Games in the Emotional Space. In Funology 2. Springer, 435--449.Google ScholarGoogle Scholar
  7. Kristina Andersen and Peter Knees. 2016. The Dial: Exploring Computational Strangeness. In Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA '16). ACM, New York, NY, USA, 1352--1358. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. Kristina Andersen and Danielle Wilde. 2012. Circles and Props: Making Unknown Technology. interactions 19, 3 (May 2012), 60--65. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Shaowen Bardzell, Jeffrey Bardzell, Jodi Forlizzi, John Zimmerman, and John Antanitis. 2012. Critical Design and Critical Theory: The Challenge of Designing for Provocation. In Proceedings of the Designing Interactive Systems Conference (DIS '12). ACM, New York, NY, USA, 288--297. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Mark Blythe, Kristina Andersen, Rachel Clarke, and Peter Wright. 2016. AntiSolutionist Strategies: Seriously Silly Design Fiction. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems (CHI '16). ACM, New York, NY, USA, 4968--4978. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Augusto Boal. 1979. Theatre of the Oppressed. Pluto Press, London.Google ScholarGoogle Scholar
  12. Augusto Boal. 1992. Games for Actors and Non-actors. Routledge, London, UK.Google ScholarGoogle Scholar
  13. Marcel Bogers, Allan Afuah, and Bettina Bastian. 2010. Users as innovators: a review, critique, and future research directions. Journal of management (2010).Google ScholarGoogle Scholar
  14. John Bowers, Simon Bowen, and Tim Shaw. 2016. Many makings: Entangling publics, participation and things in a complex collaborative context. In Proceedings of the 2016 ACM Conference on Designing Interactive Systems. ACM, 1246--1257. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. A. Brotchie and M. Gooding. 2004. A Book of Surrealist Games. Shambhala.Google ScholarGoogle Scholar
  16. Marion Buchenau and Jane Fulton Suri. 2000. Experience Prototyping. In Proceedings of the 3rd Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques (DIS '00). ACM, New York, NY, USA, 424--433. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. John Cage. 1961. Silence: Lectures and Writings. Wesleyan University Press, USA.Google ScholarGoogle Scholar
  18. Roger Caillois and Meyer Barash (trans.). 1961. Man, Play, and Games. University of Illinois Press, Champaign, IL, USA. http://books.google.com/books?id= bDjOPsjzfC4CGoogle ScholarGoogle Scholar
  19. Arthur Charles Clarke. 1984. Profiles of the Future: An Inquiry Into the Limits of the Possible (reprint, revised ed.). Holt, Rinehart, and Winston, New York, USA. http://books.google.com/books?id=pSAhAQAAIAAJGoogle ScholarGoogle Scholar
  20. Alan Cooper. 1999. The Inmates Are Running the Asylum. Macmillan Publishing Co., Inc., Indianapolis, IN, USA. Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. Nils Dahlbäck, Arne Jönsson, and Lars Ahrenberg. 1993. Wizard of Oz studies, why and how. Knowledge-based systems 6, 4 (1993), 258--266. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. John Dewey. 1958. Art as Experience. Putnam, New York, USA.Google ScholarGoogle Scholar
  23. Anthony Dunne and Fiona Raby. 2002. The Placebo Project. In Proceedings of the 4th Conference on Designing Interactive Systems: Processes, Practices, Methods, and Techniques (DIS '02). ACM, New York, NY, USA, 9--12. Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. Anthony Dunne and Fiona Raby. 2013. Speculative Everything: Design, Fiction, and Social Dreaming. The MIT Press, USA. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Pelle Ehn. 1993. Scandinavian design: On participation and skill. Participatory design: Principles and practices (1993), 41--77.Google ScholarGoogle Scholar
  26. Maria Foverskov and Thomas Binder. 2009. Rehearsing the Future: in and out of Scenarios in a Reflective Practicum. In Proceedings of the Nordic Design Research Conference. Oslo School of Architecture and Design.Google ScholarGoogle Scholar
  27. K. Friedman. 1998. The Fluxus Reader. Wiley.Google ScholarGoogle Scholar
  28. Bill Gaver, Tony Dunne, and Elena Pacenti. 1999. Design: Cultural Probes. interactions 6, 1 (Jan. 1999), 21--29. Google ScholarGoogle ScholarDigital LibraryDigital Library
  29. William W Gaver, Jacob Beaver, and Steve Benford. 2003. Ambiguity as a resource for design. In Proceedings of the SIGCHI conference on Human factors in computing systems. ACM, 233--240. Google ScholarGoogle ScholarDigital LibraryDigital Library
  30. Elizabeth Gerber. 2007. Improvisation principles and techniques for design. In Proceedings of the SIGCHI conference on Human factors in computing systems. ACM, 1069--1072. Google ScholarGoogle ScholarDigital LibraryDigital Library
  31. William Gibson. 2012. Distrust that particular flavor. Penguin.Google ScholarGoogle Scholar
  32. Florian Grote, Kristina Andersen, and Peter Knees. 2015. Collaborating with Intelligent Machines: Interfaces for Creative Sound. In Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA '15). ACM, New York, NY, USA, 2345--2348. Google ScholarGoogle ScholarDigital LibraryDigital Library
  33. Jonathan Grudin. 1993. Obstacles to participatory design in large product development organizations. Participatory design: principles and practices (1993), 99--119.Google ScholarGoogle Scholar
  34. Garnet Hertz. 2012. Crtical Making. http://conceptlab.com/criticalmaking/Google ScholarGoogle Scholar
  35. Kristina Höök. 2010. Transferring qualities from horseback riding to design. In Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries. ACM, 226--235. Google ScholarGoogle ScholarDigital LibraryDigital Library
  36. Eva Hornecker. 2005. A design theme for tangible interaction: embodied facilitation. In ECSCW 2005. Springer, 23--43. Google ScholarGoogle ScholarDigital LibraryDigital Library
  37. Tim Ingold. 2016. Lines: a brief history. Routledge.Google ScholarGoogle Scholar
  38. John F Kelley. 1984. An iterative design methodology for user-friendly natural language office information applications. ACM Transactions on Information Systems (TOIS) 2, 1 (1984), 26--41. Google ScholarGoogle ScholarDigital LibraryDigital Library
  39. David Kirsh. 2011. How Marking in Dance Constitutes Thinking with the Body. Versus: Quaderni di Studi Semiotici 113--115 (2011), 183--214.Google ScholarGoogle Scholar
  40. David Kirsh. 2013. Embodied cognition and the magical future of interaction design. ACM Transactions on Computer-Human Interaction (TOCHI) 20, 1 (2013), 3. Google ScholarGoogle ScholarDigital LibraryDigital Library
  41. Peter Knees and Kristina Andersen. 2017. Building Physical Props for Imagining Future Recommender Systems. In Proceedings of the 2017 ACM Workshop on Theory-Informed User Modeling for Tailoring and Personalizing Interfaces (HUMANIZE '17). ACM, New York, NY, USA, 39--43. Google ScholarGoogle ScholarDigital LibraryDigital Library
  42. Clayton Lewis. 1982. Using the" thinking-aloud" method in cognitive interface design. IBM TJ Watson Research Center.Google ScholarGoogle Scholar
  43. Bill Moggridge and Bill Atkinson. 2007. Designing interactions. Vol. 14. MIT press Cambridge, MA. Google ScholarGoogle ScholarDigital LibraryDigital Library
  44. Alex Faickney Osborn. 1963. Applied Imagination; Principles and Procedures of Creative Problem-solving: Principles and Procedures of Creative Problem-solving. Scribner.Google ScholarGoogle Scholar
  45. Antti Oulasvirta, Esko Kurvinen, and Tomi Kankainen. 2003. Understanding Contexts by Being There: Case Studies in Bodystorming. Personal Ubiquitous Compututing 7, 2 (July 2003), 125--134. Google ScholarGoogle ScholarCross RefCross Ref
  46. Jacques Rancière. 2014. The emancipated spectator. Verso Books.Google ScholarGoogle Scholar
  47. Matt Ratto. 2011. Critical Making: Conceptual and Material Studies in Technology and Social Life. The Information Society 27, 4 (July 2011), 252--260. Google ScholarGoogle ScholarDigital LibraryDigital Library
  48. Daniela Rosner. 2012. The digital apprentice. interactions 19, 5 (Sept. 2012), 72. Google ScholarGoogle ScholarDigital LibraryDigital Library
  49. Joel Ryan and Kristina Andersen. 2014. 821 words and 20 images. (2014).Google ScholarGoogle Scholar
  50. Donald A Schon. 1984. The reflective practitioner: How professionals think in action. Vol. 5126. Basic books.Google ScholarGoogle Scholar
  51. Reinhard Sefelin, Manfred Tscheligi, and Verena Giller. 2003. Paper prototypingwhat is it good for?: a comparison of paper-and computer-based low-fidelity prototyping. In CHI'03 extended abstracts on Human factors in computing systems. ACM, 778--779. Google ScholarGoogle ScholarDigital LibraryDigital Library
  52. Richard Sennett. 2008. The Craftsman (1 edition ed.). Yale University Press.Google ScholarGoogle Scholar
  53. Thecla Shiphorst and Kristina Andersen. 2004. Between Bodies: using Experience Modelling to Create Gestural Protocols for Physiological Data Transfer. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI 2004 fringe). San Jose, CA, USA.Google ScholarGoogle Scholar
  54. Viktor B. Shklovsky. 1965. Art as Technique (1917). In Russian Formalist Criticism: Four Essays, Lee T. Lemon and Marion J. Reis (Eds.). University of Nebraska Press, Lincoln, USA.Google ScholarGoogle Scholar
  55. John Vines, Mark Blythe, Stephen Lindsay, Paul Dunphy, Andrew Monk, and Patrick Olivier. 2012. Questionable concepts: critique as resource for designing with eighty somethings. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM, 1169--1178. Google ScholarGoogle ScholarDigital LibraryDigital Library
  56. Cathleen Wharton, John Rieman, Clayton Lewis, and Peter Polson. 1994. The cognitive walkthrough method: A practitioner's guide. In Usability inspection methods. John Wiley & Sons, Inc., 105--140. Google ScholarGoogle ScholarDigital LibraryDigital Library
  57. Danielle Wilde, Anna Vallgårda, and Oscar Tomico. 2017. Embodied Design Ideation Methods: Analysing the Power of Estrangement. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (CHI '17). ACM, New York, NY, USA, 5158--5170. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. The Magic Machine Workshops: Making Personal Design Knowledge

        Recommendations

        Comments

        Login options

        Check if you have access through your login credentials or your institution to get full access on this article.

        Sign in
        • Published in

          cover image ACM Conferences
          CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems
          May 2019
          9077 pages
          ISBN:9781450359702
          DOI:10.1145/3290605

          Copyright © 2019 ACM

          Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

          Publisher

          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 2 May 2019

          Permissions

          Request permissions about this article.

          Request Permissions

          Check for updates

          Qualifiers

          • research-article

          Acceptance Rates

          CHI '19 Paper Acceptance Rate703of2,958submissions,24%Overall Acceptance Rate6,199of26,314submissions,24%

          Upcoming Conference

          CHI '24
          CHI Conference on Human Factors in Computing Systems
          May 11 - 16, 2024
          Honolulu , HI , USA

        PDF Format

        View or Download as a PDF file.

        PDF

        eReader

        View online with eReader.

        eReader

        HTML Format

        View this article in HTML Format .

        View HTML Format