27-28 March 2008, Sønderborg, Denmark
The Mads Clausen Institute at the University of Southern Denmark is pleased to host the fourth Student Interaction Design Research conference (SIDeR ’08). The two-day event will be held in brand new waterfront facilities at Alsion in Sønderborg, Denmark.
This will be the fourth Student Interaction Design Research (SIDeR) conference. This conference series was inaugurated here in Sønderborg in 2005 as a means of enabling interaction design students to participate in and contribute to research in the emerging discipline of interaction design. It has since been hosted by Chalmers University of Technology in Göteborg (2006) and Blekinge Intsitute of Technology in Ronneby (2007). SIDeR is a chance for students to use their own design projects and reflections on design theory from their coursework as a basis for an academic paper. The event will be an occasion to generate dialogue with students from other universities, build networks, share perspectives on design and critically reflect on design practice. We invite graduate students to come together to present and discuss their views on interaction design.
All students are invited to participate in the conference and register, including those who have not submitted a paper. The conference fee will be DKK 300. More details about registering for the conference will be made available shortly.
Theme
The conference theme this year is Participation and Innovation.
When we do interaction design we necessarily alter users' lives
with the technologies we devise. In the process of designing interaction,
we determine how they may access technology and its functions, which
affects how they weave the use of products and systems into the
existing fabric of their lives. The theme Participation and Innovation
is a reference to the dual responsibility of interaction designers
to
(a) understand users' practices through forms of involving users
in the design process, and
(b) ensure that the technology introduced actually adds something
of value and significance to users and society.
We conceive of both of these notions broadly. 'Participation' may
refer to involvement with end users, nurses, train passengers, and
the like, but also clients, shareholders, and funding agencies.
Similarly, 'Innovation' is not to be narrowly defined by a market
metric, but relates to the inherent novelty and benefit that are
made possible through the deployment of technology.
Individual topics of relevance include:
• interaction design process and design methods
• ethnographic fieldwork and other studies of people in and for
design
• user participation in design
• interaction styles, experience design
• tangible and skilled interaction
• professional interaction design practice
• interaction design organization and teamwork
We recommend staying at the youth hostel in Sønderborg. For more information and booking visit their website.
1. The paper must contribute with knowledge about design.
This is not a conference for simply presenting high quality design
concepts, though product designs can naturally be part of your argument.
2. Ideally, each paper should be based on studies or experiments
in actual design projects, or of design practice in companies.
3. The paper must relate to relevant literature in design research
and/or of research methods appropriate to the study of design.
Please contact Ben Matthews (matthews@mci.sdu.dk) if you need any additional information.
Tuuli Mattelmäki, University of Art and Design Helsinki
Salu Yliriksu, University of Art and Design Helsinki
Jodi Forlizzi, Carnegie Mellon University
John Zimmerman, Carnegie Melllon University
Ellen Christiansen, Aalborg University
Nicola Morelli, Aalborg University
Eva Brandt, Danmarks Designskole
Sara Eriksen, Blekinge Institute of Technology
Marcus Sanchez Svensson, Blekinge Institute of Technology
Olof Torgersson, Chalmers University of Technology
Eva Eriksson, Chalmers University of Technology
Jörn Messeter, Malmö Högskola
Daniel Fällman, Umeå Institute of Design
Niklas Andersson, Umeå Institute of Design
Stephan Wensveen, Technical University, Eindhoven
Joep Frens, Technical University, Eindhoven
Yutaka Yoshinaka, Danish Technical University
Christian Clausen, Danish Technical University
Ole Iversen, Aarhus University
Marcelle Stienstra, University of Southern Denmark
Wendy Gunn, University of Southern Denmark
Jared Donovan, University of Southern Denmark
Chris Heape, University of Southern Denmark
Brendon Clark, Universtiy of Southern Denmark
Mads Vedel Jensen, University of Southern Denmark
Willem Horst, Universtiy of Southern Denmark
Mette Mark Larsen, University of Southern Denmark
Mark Asboe, University of Southern Denmark
Lars Erik Holmquist - Grounded Innovation of Future Applications
Innovation is about more than just new ideas; to be successful, an innovation has to be adopted by users and play a meaningful role in their life. In my group the Future Applications Lab, we have tried to balance the search for new ideas, or the generation of inventions, with the need for grounding them in the real world through inquiry into human practices. With grounded innovation, we mean processes that balance the two axes of inquiry and innovation, to increase the chance for true innovations to be created. We have used this approach to develop a number of new applications and digital artifacts. For instance, the Context Camera is a novel digital camera that takes pictures where the visual appearance are affected by the surrounding sound and movement. GlowBots are small autonomous robotic pets that encourage long-term explorative interaction. In both these cases, the designs were driven by a combination of technical and conceptual invention. At the same time they were grounded in inquiry into unusual user groups, including amateur photographers who enjoy the unpredictable results of a slightly defect camera model, or owners of exotic pets such as snakes and spiders. We believe that grounded innovation can be a fruitful approach to create new ubiquitous content that is novel and exciting while at the same time relevant and interesting for real users.
Lars Erik Holmquist is a senior researcher at the Mobile Life Center, a joint research initiative at Stockholm University, the Swedish Institute of Computer Science, and the telecom industry. He is also the founder and leader of the Future Applications Lab, a research group which started in 2002. He previously founded and led the PLAY research group at the Viktoria Institute and the Interactive Institute, 1997-2001. He received his master’s degree in Computer Science in 1996 and his Ph.D. in Informatics in 2000, both at the Göteborg University, and became an associate professor at the Göteborg IT University in 2004. His research interests include human-computer interaction, information visualization and ubiquitous computing. He has been member of many international conference committees and published extensively in these research fields. He was chair of the UbiComp 2002 conference, started the Mobile Music Technology workshop series in 2005, and is an associate editor of the Journal of Personal and Ubiquitous Computing. His personal interest lite in popular culture, such as film memorabilia and pop art, and he has been an invited guest at several international film festivals.
Stephan Wensveen - Design Research: Generating Knowledge through Doing
Products and systems are becoming adaptive, pro-active, intelligent, ambient etc. This shift towards ‘behavioral’ products challenges product design. At the same time, design moved into universities, and thus needed a scientific basis. To meet these challenges design needs a body of knowledge and methods. In this presentation we set out our approach as it developed over the last 10 years. Our approach is rooted in phenomenological philosophy, Gibsonian perception theory, and a fundamental confidence in designerly skills. We explain these three sources of inspiration and show how they boil down to ‘reflection on action’. By means of examples from our research we explain what we mean by refection on action within the design research practice. We propose elements for a design theory. Finally, we propose a number of principles we think are essential for a design research.
Stephan Wensveen is an assistant professor at the exciting and new group 'Designing Quality in Interaction' in the department of Industrial Design at the Technische Universiteit Eindhoven. In 1995 he finished his Master degree at the faculty of Industrial Design Engineering, Delft University of Technology. After some journeys he joined the Form Theory group of dr. Kees Overbeeke and became an assistant professor at Industrial Design Engineering. The group also made Stephan enthusiastic about doing research and he started his Ph.D. research on Emotionally Intelligent Products and became known as the 'alarm clock guy'. In 2002 he transferred to the Technische Universiteit Eindhoven. On a snowy day in March 2005 he successfully defended his Ph.D. thesis ‘A Tangibility Approach to Affective Interaction’. In the thesis he tries to bridge the tangible interaction, affective computing and product design communities.
Currently he is project leader for the development of the /d.search-labs which aims to use the power of design to strengthen the integration of the three parts of the ‘Knowledge Triangle’: education, research and innovation in the context of the multi-disciplinary field of Ambient Intelligence.
The website visitals.dk contains helpful information about getting to, from and around this part of Denmark, including places to stay, where to eat and other practical advice.
Sønderborg is easily accessible by air, train and bus. Cimber Air flies between Sønderborg and Copenhagen up to six times per day. Trains between Sønderborg and other major centres in Denmark run every couple of hours. The Rejseplanen website is a useful way of planning train and bus travel in Denmark.