For my final paper I kinda wanted to revisit Folkmann, but I am unsure if this is enough for the purposes of the paper.

So here is sort of the breakdown of what Jeff talked about in class yesterday with regards to my overarching topic: Interaction design in public spaces

Note this is sort of the Why of my capstone, but I can’t separate them…

  • Why
    • Throughout my life, I have had the opportunity to visit various cities and countries, as well as many museums in different places. The interactive installations and public art projects I have experienced have left a big impression on me. While these events have been impactful on the way I see the world, I believe these type of projects are scarce, in the sense that public spaces are normally quite static. I want to bridge this gap, and create everyday aesthetic experiences. My interest in ubiquitous computing and embodied interactions fit in this space, as I see an opportunity to bring interactive experiences into public spaces, and add to the aesthetic quality of life.
    • The why in terms of contribution, I do see a trend in more tangible interactions in space. Be an app that guides you through a store, or in-store experiences, I think technology embedded in our environments is in a way inevitable, but the execution could be overwhelming and overbearing, or well executed and aesthetic.
  • What
    • I seek to understand how public installations create meaning and build memorable experiences for people, with the aim of providing design principles for ubiquitous technology.  Too broad ? (perhaps)
  • How
    • I think the how is what might be different to my capstone, since there I am building something, and have talked to ppl and done a bunch of primary research. I think in understanding several designs more in depth, and I think Follkmann is a way in that seemed more natural for the type of design (meaning looking at sensual-phenomenological, conceptual-hermeneutical, and contextual discursive platforms). So would looking at say 5 installations and break them down into their components, and see what patterns emerge be enough? (what say you?) I think an underlying claim is that in understanding how installations create such experiences, we can design better ubiquitous technology or something like that.

So in terms of what things I need to look into, it would be something like:

  • Explain Folkmann’s platforms
  • Show why it ties well to this type of designs, or why I think it can be used (find the value in a way)
  • Find if someone has used this for some other ulterior motive(s)
  • Talk about 1 example of how it is used
  • Summarize findings from doing this 5 times or so

I think the paper structure I am using as a basis is the defamiliarization paper (explain what technique is, how it is used in some cases, drop some principles).

Any concerns/criticisms/worries/show stoppers you can see?

 

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