INFORMATION PROBING
"Envisioning extreme scenarios, can designers provoke us to reflect on the life we live with technology?
Tom Hulbert, Stijn Ossevoort, Noam Toran
From toasters to telephones, using technology is a normal part of everyday life. But with interactive technologies we notice something different: we think we use these technologies, but they also 'use' us-their behaviour shapes our behaviour. So interaction designers are not only designing an object or service with a certain function, but also, inevitably, the way people will behave in relationship with it.
We believe it is important for interaction designers to find ways to explore the design of not only the product, but its place in our world of values and social behaviour. Subliminal Furniture imagines an extreme world where subliminal persuasion invades the home and the designers invite us to speculate on the way such technologies might change our behaviour. Building working prototypes rather than props for the film grounds the fiction in present day technology; these stories are not speculations on a future society but a depiction of a parallel reality, one that provokes us to question the way our relationship with technology shapes the way we act. Think of these stories as value-fictions, not science-fictions."
http://www.interaction-ivrea.net/en/news/press/releases/2001/mixedrealities/index.asp
Tom Hulbert, Stijn Ossevoort, Noam Toran
From toasters to telephones, using technology is a normal part of everyday life. But with interactive technologies we notice something different: we think we use these technologies, but they also 'use' us-their behaviour shapes our behaviour. So interaction designers are not only designing an object or service with a certain function, but also, inevitably, the way people will behave in relationship with it.
We believe it is important for interaction designers to find ways to explore the design of not only the product, but its place in our world of values and social behaviour. Subliminal Furniture imagines an extreme world where subliminal persuasion invades the home and the designers invite us to speculate on the way such technologies might change our behaviour. Building working prototypes rather than props for the film grounds the fiction in present day technology; these stories are not speculations on a future society but a depiction of a parallel reality, one that provokes us to question the way our relationship with technology shapes the way we act. Think of these stories as value-fictions, not science-fictions."
http://www.interaction-ivrea.net/en/news/press/releases/2001/mixedrealities/index.asp

0 Comments:
Post a Comment
<< Home