Qualités perceptives
The notion of perceptual crossing indicates the experience of interplay between perceptive activities of multiple beings (train anecdote). Charles Lenay explained the importance of perceptual crossing in the encounter of the other’s perceptual intentionality, in the mutual attraction of perceptual activities (“they come to start a sort of a dance together”), leading to the constitution of a shared world of emotions. Creating such a connection between beings is often experienced, and it is (and it has been for a long time) a quest in design to build such connection between a being (or user) and an artefact: how to design for perceptual crossing?
projects Stewart has received:
the Core77 award for best interaction design student work the Golden A’ design award in engineering and technical design Stewart is a tactile interface designed for a fully autonomous car. Self-driving cars offer obvious benefits such as faster travel and enhanced safety. However, they also eliminate a sense of freedom, expression, and control while driving.
Stewart’s objective is to accommodate a healthy relation between man and machine, to be achieved by an intuitive and expressive form of interaction.
Stewart provides you with constant updates about the car’s behaviour and its intentions. If you don’t agree on the car’s next course of action, you can manipulate Stewart to change this. Stewart will learn from you as you can learn from Stewart, hopefully resulting in a mutually trustful relation.
Interaction through Stewart will bring about a haptic discussion about what the car’s next move will be. Who will win this discussion? Who knows best?
Stewart is on: core77 | Design News | BBC | Creative Applications Network | and many other places…
2019-09-03 16:27:15 +0200 +0200 Stewart is a tactile interface designed for a fully autonomous car.<br/>a final bachelor project by Felix Ros
Project
Sep 2019
Stewartprojects The prototype was inspired by the moment of perceptual crossing that occurs when you meet a stray cat in the street, and a moment of anticipation makes time stand still, as you and the cat try to figure each other out.Using a single sheet of folded paper and embedding it with motors and custom-built touch-capacitive sensors, an object which breathes and responds to the presence of human touch was designed, creating the perception that the Kinetic Fold is alive.
2016-02-03 16:27:15 +0200 +0200 This research focuses on what happens to our relationship with objects when they come alive and engage in reciprocal communication with us.<br/>An (es)sense research project by Kevin N. Andersen
Project
Feb 2016
Kinectic Folds: Interaction Primingprojects Nobody ever said that defying gravity is easy!
The aGravity is a device which lets one experience the challenge of levitation. The fingerboard allows one to float over a straight platform, while experiencing a constant evolving environment within. It creates unique interactions that makes one able to develop a new skill and improve over time. The aGravity aims to make more aware and sensitive to what is being perceived and how the slightest movement can influence the whole system.
To get the board hovering, requires focus, concentration and some skill. Though once it is learned to hover the board, it is up to the user how far he or she can go. Giving no precise guidelines, the only rule is to explore, interact and challenge yourself.
- Alex Jurtan -
2014-09-03 16:27:15 +0200 +0200 Nobody ever said that defying gravity is easy!<br/>a final bachelor project by Alex Jurtan
Project
Sep 2014
aGravityprojects Prior to interaction, there is perception. Perception is intrinsically rising from one’s actions and from what one senses. These are the way one is connected to the world: acting is the way one impacts the world, sensing is the way one captures it. At this level, in direct contact with the world, there is no information, but energies (or forces). It is these energies and these forces that designers deal with (consciously or unconsciously) when putting a new artefact in the world. This primacy of perception towards interaction is the main focus of this workshop, proposing an approach to effectively taking it into consideration in the design process.
For design practical reasons, design should focus on qualities of senses. For example, touching is local, reciprocal, and private. It is where I touch, I am touched by what I am touching, and nobody else can touch what I touch. On the other hand, smell is at a distance, possibly unidirectional, and public. These are qualities of senses that can be useful for design. To be so, these qualities need to determined and mapped. Moreover, we may seek differences between static and dynamics qualities of senses.
Finally, designers should comprehend these qualities and engage them in order to find opportunities for design - how can I make something private at a distance? How can techno challenge these qualities (e.g. headphones make sound private)? What implications for design?
2013-09-03 16:27:15 +0200 +0200 The primacy of perception towards interaction is the main focus of this workshop, proposing an approach to effectively taking it into consideration in the design process.
Project
Sep 2013
Sensual Dynamicspublications 2013-02-13 22:16:36 +0100 +0100 Perceptual crossing is the reciprocal interplay of perceiving while being perceived. In this paper we discuss the last iteration of our ongoing research project on designing for perceptive qualities in systems of interactive products. We describe the design of explorative behavior in an artifact to enable the artifact and a person to engage in perceptual crossing. The explorative behavior is compared to the following and active behavior, the results of two earlier iterations. Through the iterations we formulated, applied and evaluated design relevant knowledge in the form of seven design notions. These notions inform design-researchers and design-practitioners on how to design for perceptive qualities in systems of interactive products. Here we specifically focus on how the artifact detects active perceptive behavior of a person, and how the artifact becomes aware of bygone perception and anticipates on future perception. An experiment shows how participants preferred the resulting explorative behavior that is closest to our theoretical framework based on phenomenology.
Publication
2013
Designing for Perceptual Crossing: designing and comparing three behaviorspublications 2012-09-10 20:43:11 +0200 +0200 In this paper we describe our research on how to design for perceptual crossing between person and artefact. We present the design-research process, the design and evaluation of the designed artefact PeP+, short for perception pillar plus, and the generated design relevant knowledge. In our previous research we formulated a number of design notions, namely Focus the Senses, Active Behaviour Object, Subtleness, Reaction to External Event, Detecting Active Behaviour Subject, Reflecting Contextual Noise and Course of Perception in Time. These notions are relevant for designing perceptive activity in an artefact to allow for perceptual crossing between a person and this artefact. The person is able to get the feeling of sharing a common space with the artefact: to feel involved. To further investigate these design notions we reconsidered and implemented them in the design of PeP+. We discuss how the different design notions are applied in the artefact and show their relevance in an experiment. In this experiment we compare three behaviours, namely random, following and active, of PeP+ that are the result of the development of the design notions. The experiment gave insights into the development of the design notions and the experience of the person. This research uses phenomenology as a theoretical framework. Theory is used as inspiration and is the basis for synthesis.
Publication
2012
Designing for perceptual crossing: applying and evaluating design notionsprojects We are accepting technology more and more into our lives as means to enhance the experience of the everyday. Intelligent products and systems are omnipresent, weave into our everyday life, and consequently have the power to transform our society. Adoption of these systems in our environments invites for exploring further how we interact with our environment.
This research is grounded on the phenomenology of perception and ecological psychology, considering perception to be active. Perception is result of the dynamic coupling between a person’s action in relation to her or his environment and the sensory input this environment provides. In other words, we have to act to perceive and we concentrate our senses in the direction of the stimuli: e.g., turn our body around to see what is behind us, in order to perceive.
The research focuses on how interaction with interactive artefacts can add intrinsic value on space being experienced as a transitory space. Four topics are introduced to investigate our experience of space as transitory space: ritual, space, light and craft. They serve as the backbone of the project and we could say that the ritual is the means for the technology (light) to enable the value (sense of place) to emerge in interaction with (hand) crafted artefacts. In this project I investigate if an interactive lighting installation can trigger our sense of place and belonging in spaces.
Throughout this project I follow a ‘research-through-design’ approach. This is an approach where products are designed to explore implications of theory in context. The idea of perceptive qualities in interactive lighting installations is explored, and I question if an interactive artefact contributes to the experience of transition and allows for a greater feeling of involvement in the space. The project is divided into three cases:
In the first case (Homelab), different light behaviours and interaction in a home situation are explored. Simultaniously, we investigate the relationship with an interactive artefact in context. In the second design case (Videolab), the influence of an additional object on the space being experienced as transitory space is explored. In the third design case (Mirror), the gained relevant designknowledge is united and expressed in a concluding interactive light object. With this project I aim to get a grip on how interaction with interactive artefacts can add intrinsic value on space being experienced as transitory space.
- Nadine Amersvoort - 2012-09-03 16:27:15 +0200 +0200 Intelligent products and systems are omnipresent, weave into our everyday life, and consequently have the power to transform our society. Adoption of these systems in our environments invites for exploring further how we interact with our environment.<br/>by Nadine Amersvoort
Project
Sep 2012
Light in Transitionprojects This research project focuses on how to design for perceptive activity in artifacts in order for crossing in perception of expressivity between person and artifact to happen. It is part of the research of Deckers et al (2011), on designing for perceptual crossing between person and artifact. In their work they propose a series of design notions which are meant as a tool for synthesis when designing for perceptive activity in artifacts. In this research we follow a research through design approach in order to generate design specific knowledge on the application of these design notions when designing an artifact capable of showing expressivity through its perceptive behavior. We designed LUMA, an dynamic light design capable of expressing a variable level of excitement thought its perceptive actions. We conducted research using the LUMA design in order to investigate how the stage of perception of expressivity can be reached in an artifact and if crossing of perception of expressivity can happen over the course of interaction between person and artifact. For this we specifically investigate the relation between the perceived expressivity and the occurrence of a cross-influential interplay of expressivity between person and artifact. The results of our experiment show that clarity in variability of this expression is essential for this interplay to occur. We discuss possible changes to the design to improve the clarity in variability of expressivity as well as further research steps.
- Koen Beljaars -
2012-09-03 16:27:15 +0200 +0200 This research project focuses on how to design for perceptive activity in artifacts in order for crossing in perception of expressivity between person and artifact to happen.<br/>by Koen Beljaars
Project
Sep 2012
Lumaprojects Monty a curious entity that has the ability to perceive activity within its field of vision. When Monty detects activity it will gradually move towards the activity until it is in centre of its perception. If its interest is kept on the activity long enough, Monty becomes engaged and will start taking pictures of the activity.
The envisioned environment in which Monty can be used is a designer’s working environment. Here Monty will mainly be interested in the activity of the designer which will lead to process pictures of all the activities performed by this designer. This in turn gives the designer the possibility to reflect on his own process by scrolling through the visual representation of his activities. And will give him process pictures that can be used for communicative purposes.
Due to its curious nature Monty might not always be focused on what you are doing. He can however be temporarily motivated to move towards a particular area on your desk.
- Rens Alkemade -
2012-09-03 16:27:15 +0200 +0200 Due to its curious nature Monty might not always be focused on what you are doing. He can however be temporarily motivated to move towards a particular area on your desk.<br/>by Rens Alkemade
Project
Sep 2012
Monty