Understanding craft-based inquiry in HCI
Abstract: Over the last decade, a number of craft-based approaches to research have emerged within the field of Human-Computer Interaction (HCI). In this paper, we examine the roots of crafting as they apply to these approaches, which blend analog crafts with digital technology, and we outline three defining characteristics: the integration of analog and digital crafting processes, the creation of highly refined products, and the creation of a deep and embodied knowledge. Moreover, we demonstrate how Richard Sennett’s tripartite deconstruction of the crafting process can be applied to support analysis of the types and processes of knowledge generated in craft-based approaches to HCI. Authors: Raune Frankjaer & Peter Dalsgaard (2018). In Proceedings of the 2018 Designing Interactive Systems Conference (pp. 473-484). ACM. Full text can be found here: UnderstandingCraftInHCI_frankjaer_dalsgaard
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Cyborganics
The Cyborganics Project is a weird – and wonderful – creature. The Cyborganic is a fantasy, a design fiction, living in a world where technology is not cold, hard, and dead, but warm, soft and alive. A human-machine-nature hybrid of organic

Cyborganics
The Cyborganics Project is a weird – and wonderful – creature. The Cyborganic is a fantasy, a design fiction, living in a world where technology is not cold, hard, and dead, but warm, soft and alive. A human-machine-nature hybrid of organic
Urban Cyborganics: Engendering Sympoietic Experiences through Body-worn Digital Artifacts in a Rewilded City.
Abstract Loss of biodiversity is posing an immense threat to the ecosystem, in particular the drastic decline in insect population a design fiction where technology is used to transgress enCdaynbgeorsrgboathnthice sn:atEurnalgfoeond-dcheairninangd cSroypmprpodouciteiotni.cInExperiences through Body-worn Digital boundaries between human and nonhuman,
Urban Cyborganics: Engendering Sympoietic Experiences through Body-worn Digital Artifacts in a Rewilded City.
Abstract Loss of biodiversity is posing an immense threat to the ecosystem, in particular the drastic decline in insect population a design fiction where technology is used to transgress enCdaynbgeorsrgboathnthice sn:atEurnalgfoeond-dcheairninangd cSroypmprpodouciteiotni.cInExperiences through Body-worn Digital boundaries between human and nonhuman,
Troubling Innovation: Craft and Computing Across Boundaries.
Abstract: Craft practices such as needlework, ceramics, and woodworking have long informed and broadened the scope of HCI research. Whether through sewable microcontrollers or programs of small-scale production, they have helped widen the range of people and work recognised as
Troubling Innovation: Craft and Computing Across Boundaries.
Abstract: Craft practices such as needlework, ceramics, and woodworking have long informed and broadened the scope of HCI research. Whether through sewable microcontrollers or programs of small-scale production, they have helped widen the range of people and work recognised as
The technocrafted posthuman: introducing cyborganics.
Abstract: The augmented human, whether in the form of quantifying wearable technologies or extended into the cyborg, continues the Cartesian trajectory of liberating spirit from matter. Reductionist calculation replaces the inconvenient unruliness of organic matter, with predictable precision and orderliness.
The technocrafted posthuman: introducing cyborganics.
Abstract: The augmented human, whether in the form of quantifying wearable technologies or extended into the cyborg, continues the Cartesian trajectory of liberating spirit from matter. Reductionist calculation replaces the inconvenient unruliness of organic matter, with predictable precision and orderliness.

Cyborganic wearables: sociotechnical misbehavior and the evolution of non-human agency
Introduction: The following chapter posits that the evolution of wearable technology into our materials and our bodies represent opportunities for an expanded understanding of what it means to be human, augmenting human perception and sensual capacity. This technogenesis of the

Cyborganic wearables: sociotechnical misbehavior and the evolution of non-human agency
Introduction: The following chapter posits that the evolution of wearable technology into our materials and our bodies represent opportunities for an expanded understanding of what it means to be human, augmenting human perception and sensual capacity. This technogenesis of the

Becoming-with vegetal: sympoietic design practice with plant partners
Introduction: In this chapter, I describe the profound changes in the relationship between us, two human designers, and various plant participants, which took place during the design process of a plant-controlled, interactive installation. Furthermore, I examine the nature of participation

Becoming-with vegetal: sympoietic design practice with plant partners
Introduction: In this chapter, I describe the profound changes in the relationship between us, two human designers, and various plant participants, which took place during the design process of a plant-controlled, interactive installation. Furthermore, I examine the nature of participation
Crafting sympoietic artifacts: Making sonic needlepoint with nonhuman partners.
Abstract: Craft-based approaches are increasingly gaining attention in the field of HCI and interaction design research. These approaches require the development of a wide array of acute sensitivities towards both physical and digital materials and their composite qualities; skills which
Crafting sympoietic artifacts: Making sonic needlepoint with nonhuman partners.
Abstract: Craft-based approaches are increasingly gaining attention in the field of HCI and interaction design research. These approaches require the development of a wide array of acute sensitivities towards both physical and digital materials and their composite qualities; skills which
Rewilding Wearables: Sympoietic Interfaces for Empathic Experience of Other-than-human Entities.
Abstract This project involves a series of walks in rewilded environments mediated by a wearable interface that enables the interlocutor to perceive the environment from an alien perspective. The aim is to foster empathy for other-than-human entities and promulgate holistic
Rewilding Wearables: Sympoietic Interfaces for Empathic Experience of Other-than-human Entities.
Abstract This project involves a series of walks in rewilded environments mediated by a wearable interface that enables the interlocutor to perceive the environment from an alien perspective. The aim is to foster empathy for other-than-human entities and promulgate holistic
Urban Cyborganics: Experiments
22.08.2017: WALK ONE. Two cyborganic pioneers walked 2.1 km from Vesterbro Torv to Frederik Nielsens Vej, encountering five biodiverse sites on their journey. In addition to the Bamboo Whisper Cyborganic, Minke is also wearing a biodata tracker, which registers her
Urban Cyborganics: Experiments
22.08.2017: WALK ONE. Two cyborganic pioneers walked 2.1 km from Vesterbro Torv to Frederik Nielsens Vej, encountering five biodiverse sites on their journey. In addition to the Bamboo Whisper Cyborganic, Minke is also wearing a biodata tracker, which registers her
Urban Cyborganics: How it works
For the Urban Cyborganics project we stripped the original Bamboo Whisper down to just include the bonnet. For practical reasons. The vest and ‘bum-piece’ are of a distinct size and so does not fit majority of people and we want the
Urban Cyborganics: How it works
For the Urban Cyborganics project we stripped the original Bamboo Whisper down to just include the bonnet. For practical reasons. The vest and ‘bum-piece’ are of a distinct size and so does not fit majority of people and we want the