Search Results Heading

MBRLSearchResults

mbrl.module.common.modules.added.book.to.shelf
Title added to your shelf!
View what I already have on My Shelf.
Oops! Something went wrong.
Oops! Something went wrong.
While trying to add the title to your shelf something went wrong :( Kindly try again later!
Are you sure you want to remove the book from the shelf?
Oops! Something went wrong.
Oops! Something went wrong.
While trying to remove the title from your shelf something went wrong :( Kindly try again later!
    Done
    Filters
    Reset
  • Discipline
      Discipline
      Clear All
      Discipline
  • Is Peer Reviewed
      Is Peer Reviewed
      Clear All
      Is Peer Reviewed
  • Item Type
      Item Type
      Clear All
      Item Type
  • Subject
      Subject
      Clear All
      Subject
  • Year
      Year
      Clear All
      From:
      -
      To:
  • More Filters
      More Filters
      Clear All
      More Filters
      Source
    • Language
60 result(s) for "Per Linde"
Sort by:
Design Things
Design Things offers an innovative view of design thinking and design practice, envisioning ways to combine creative design with a participatory approach encompassing aesthetic and democratic practices and values. The authors of Design Things look at design practice as a mode of inquiry that involves people, space, artifacts, materials, and aesthetic experience, following the process of transformation from a design concept to a thing. Design Things, which grew out of the Atelier (Architecture and Technology for Inspirational Living) research project, goes beyond the making of a single object to view design projects as sociomaterial assemblies of humans and artifacts--\"design things.\" The book offers both theoretical and practical perspectives, providing empirical support for the authors' conceptual framework with field projects, case studies, and examples from professional practice. The authors examine the dynamics of the design process; the multiple transformations of the object of design; metamorphing, performing, and taking place as design strategies; the concept of the design space as \"emerging landscapes\"; the relation between design and use; and the design of controversial things.
Where is the interface? – Appropriating Interaction with IoT in the Smart Home
With the proliferation of IoT the home is becoming a “smart” space that provides new opportunities for supporting creative experiences for the user. Adaptable IoT devices offer the possibility for users to appropriate interaction in the home. The objective of this paper is to explore the use of a configurable, placeable, IoT enabled button as a way for users to appropriate interaction with the smart home. The study employs the methods of technology probes, photography, and contextual interviews. Our findings show that our users configured the IoT enabled button to manage automation in the home, to install place-significant shortcuts for relevant smart home features, and to create interaction points for tasks that support the user’s daily routines. We propose that IoT should not only be seen as a way to increase efficiency in the home but also as a vehicle for user-created interaction opportunities that can creatively support rising needs in each user’s daily life.
Emerging Publics
Almost a century ago, a debate on the relation between new emerging technologies and the constitution of publics took place between Walter Lippmann and John Dewey. Marres (2005) states that at the time it was often assumed that complexities related to new technology for communication, as well as transport and manufacturing, were a threat to the democratic society. The remedy, many thought, would be to simplify. Although Lippmann and Dewey debated from different perspectives, they both argued that strange, unfamiliar, and entangled objects are the conditions for public engagement and for public affairs to arise, rather than a threat. A
Playful Collaborative Exploration: New Research Practice in Participatory Design
Within the Participatory Design community as well as the Computer Supported Cooperative Work tradition, a lot of effort has been put into the question of letting field studies inform design. In this paper, we describe how game-like approaches can be used as a way of exploring a practice from a design point of view. Thinking of ethnographic fieldwork as a base for sketching, rather than descriptions, creates openness that invites collaborative authoring. The concept of playful collaborative exploration suggests certain ways of interacting with material from field studies so that it becomes a design material for an open-ended design process. We have carried out field studies, transformed the field material into design material, and set up a design game for working with it together with the people we followed in the field. The design game builds on an idea about the power of narratives and the benefits of constraining rules. We believe that this framework for collaboration opens for playfulness, experimentation, and new design ideas.
Performing the City
Discourses on political participation, urban studies, innovation, and ICT development are becoming more and more entangled. Although social and cultural studies have recognized the importance of material entities in organizing and performing civic engagement for quite some time (see, for example, Marres 2011), we can also observe how the notion ofpublicsis gaining more and more influence in the fields of design and technological development (see, for example, Le Dantec 2012). Within the context of urbanity, much falls into the realm of “smart cities,” but the notion of “smart” is contested. We have heard about the number of people
Mapping Knowledge Representations to Concepts: A Review and New Perspectives
The success of neural networks builds to a large extent on their ability to create internal knowledge representations from real-world high-dimensional data, such as images, sound, or text. Approaches to extract and present these representations, in order to explain the neural network's decisions, is an active and multifaceted research field. To gain a deeper understanding of a central aspect of this field, we have performed a targeted review focusing on research that aims to associate internal representations with human understandable concepts. In doing this, we added a perspective on the existing research by using primarily deductive nomological explanations as a proposed taxonomy. We find this taxonomy and theories of causality, useful for understanding what can be expected, and not expected, from neural network explanations. The analysis additionally uncovers an ambiguity in the reviewed literature related to the goal of model explainability; is it understanding the ML model or, is it actionable explanations useful in the deployment domain?
Emerging Publics
Almost a century ago, a debate on the relation between new emerging technologies and the constitution of publics took place between Walter Lippmann and John Dewey. Marres (2005) states that at the time it was often assumed that complexities related to new technology for communication, as well as transport and manufacturing, were a threat to the democratic society. The remedy, many thought, would be to simplify. Although Lippmann and Dewey debated from different perspectives, they both argued that strange, unfamiliar, and entangled objects are the conditions for public engagement and for public affairs to arise, rather than a threat. A
Participation in Design Things
A thread throughout this book has been the nature ofthings—not least, the origin ofthingsgoing back to the ancient governing assemblies and places in Nordic and Germanic societies, where disputes were solved and political decisions made. This is also the case in this chapter, where we will continue to explore the object of design and its constituents, the design ofthingsas matters of concern and possibilities of experiences, and as well as how design takes place. But where the former chapters focused on the ontology of the object of design and its constituents, on artifacts as