Interfacing: Alternate Presents in Interface Design

This project imagines an alternative present in interface design. That is, speculating possible technological objects by re-evaluating, questioning, and modifying the historically made decisions in the creation of interfaces. I use the button – due to its broad, ubiquitous, and intuitive nature – as...

Full description

Autores:
Castañeda Mosquera, Sofía
Tipo de recurso:
Trabajo de grado de pregrado
Fecha de publicación:
2024
Institución:
Universidad de los Andes
Repositorio:
Séneca: repositorio Uniandes
Idioma:
eng
OAI Identifier:
oai:repositorio.uniandes.edu.co:1992/73952
Acceso en línea:
https://hdl.handle.net/1992/73952
Palabra clave:
Human computer interaction (HCI)
Interface
Button
Push-button
Speculative design
Speculative interface
Digital Corporalities
Corporeal Interface
Diseño
Rights
openAccess
License
Attribution-NonCommercial-NoDerivatives 4.0 International
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oai_identifier_str oai:repositorio.uniandes.edu.co:1992/73952
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dc.title.none.fl_str_mv Interfacing: Alternate Presents in Interface Design
title Interfacing: Alternate Presents in Interface Design
spellingShingle Interfacing: Alternate Presents in Interface Design
Human computer interaction (HCI)
Interface
Button
Push-button
Speculative design
Speculative interface
Digital Corporalities
Corporeal Interface
Diseño
title_short Interfacing: Alternate Presents in Interface Design
title_full Interfacing: Alternate Presents in Interface Design
title_fullStr Interfacing: Alternate Presents in Interface Design
title_full_unstemmed Interfacing: Alternate Presents in Interface Design
title_sort Interfacing: Alternate Presents in Interface Design
dc.creator.fl_str_mv Castañeda Mosquera, Sofía
dc.contributor.advisor.none.fl_str_mv Henríquez Martínez, Angie
dc.contributor.author.none.fl_str_mv Castañeda Mosquera, Sofía
dc.contributor.jury.none.fl_str_mv Aune, Karen
Bandera Martínez, Jorge Luis
dc.subject.keyword.none.fl_str_mv Human computer interaction (HCI)
Interface
Button
Push-button
Speculative design
Speculative interface
Digital Corporalities
Corporeal Interface
topic Human computer interaction (HCI)
Interface
Button
Push-button
Speculative design
Speculative interface
Digital Corporalities
Corporeal Interface
Diseño
dc.subject.themes.spa.fl_str_mv Diseño
description This project imagines an alternative present in interface design. That is, speculating possible technological objects by re-evaluating, questioning, and modifying the historically made decisions in the creation of interfaces. I use the button – due to its broad, ubiquitous, and intuitive nature – as an exploratory surface to materialize interactions that give a different character to human-computer interaction, aiming to activate the body in its use and bring back the pleasure of the analog to the digital era. Through the creation of objects that provide unstructured interactions inspired by values true to the original spirit of computing (hacking, iteration, curiosity), I propose a framework that encourages the user to explore and connect with others, ultimately helping us to rethink our interaction with machines from new perspectives.
publishDate 2024
dc.date.accessioned.none.fl_str_mv 2024-02-07T20:56:19Z
dc.date.available.none.fl_str_mv 2024-02-07T20:56:19Z
dc.date.issued.none.fl_str_mv 2024-02-06
dc.type.none.fl_str_mv Trabajo de grado - Pregrado
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url https://hdl.handle.net/1992/73952
identifier_str_mv instname:Universidad de los Andes
reponame:Repositorio Institucional Séneca
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dc.language.iso.none.fl_str_mv eng
language eng
dc.relation.references.none.fl_str_mv Auger, J. H. (2012). Why Robot? Speculative design, the domestication of technology and the considered future.
Communication and culture : readings in the codes of human interaction. (1966). In Communication and culture : readings in the codes of human interaction. Holt, Rinehart and Winston.
Diefenbach, S. (2018). PositiveTechnology. 2(1), 1–22.
Dombkowski, S. (2021). Kinda Human Enhancing Expression and Understandsing in an Intimate Relationship Through Artificial Agents.
Donna Haraway. (1984). Cyborg Manifesto.
Dourish, Paul. (2001). Where the action is the foundations of embodied interaction . In Where the action is the foundations of embodied interaction. MIT Press.
Dunne, A., & Raby, F. (2013b). Speculative Everything: Design, Fiction, and Social Dreaming. In Speculative Everything. The MIT Press.
Ellen Lupton, & Andrea Lipps. (2018). The senses : design beyond vision.
Fiore, Q., Angel, J., & McLuhan, M. (1996). The medium is the massage. In 1996.
Friedrich Kittler. (2017). No hay Software y otros ensayos sobre filosofía de la tecnología. Universidad de Caldas.
Guzman, A. L. (2018). What is Human-Machine Communication, Anyway?
Ihde, D. (2004). Los cuerpos en la tecnología : nuevas tecnologías: nuevas ideas acerca de nuestro cuerpo. Editorial UOC.
Lilienfeld, R. (1984). Teoría de sistemas : orígenes y aplicaciones en ciencias sociales. Editorial Trillas.
Marisol Wong-Villacres. (n.d.). Embracing Horizontality to Reconstruct HCI as a Pluriverse. 2021.
McCullough, M. (1996). Abstracting craft : the practiced digital hand. In Abstracting craft : the practiced digital hand. MIT Press.
McLuhan, M. (1967). The Medium is the Message: an inventory of effects.
Meadow, C. T. (1970). Man-machine communication. In Man-machine communication. Wiley-Interscience.
Nancy, J.-L. (2006). 58 Indicios sobre el cuerpo.
Negroponte, Nicholas. (1995). Being digital. Hodder & Stoughton.
Plotnick, R. (2012). At the Interface: The Case of the Electric Push Button, 1880–1923. Technology and Culture, 53(4), 815–845. https://www.jstor.org/stable/41682743
Pollan, M (1998). Beyond Wilderness and Lawn
Sanders, E. B. N., & Stappers, P. J. (2014). Probes, toolkits and prototypes: Three approaches to making in codesigning. CoDesign, 10(1), 5–14. https://doi.org/10.1080/15710882.2014.888183
Scolari, C. (2004). Hacer clic. gedisa.
Sharp, H., Rogers, Y., & Preece, J. (2019). Interaction design : beyond human-computer interaction. John Wiley & Sons.
Smith, H. T., & Green, T. R. G. (1980). Human interaction with computers. Academic Press.
Snowber, C. (2011). LET THE BODY OUT.
Turner, & Fred. (2006). From Counterculture to Cyberculture.
Vafopoulos, M. (2012). BEING, SPACE, AND TIME ON THE WEB. https://about.jstor.org/terms
Vannevar Bush. (1954). As We May Think.
Weizenbaum. (1976). Computer Power and Human Reason.
Wheatcraft, L. S. (2010). Everything you wanted to know about interfaces, but were afraid to ask: Why are Interfaces Important? www.reqexperts.comInternet:http://www.reqexperts.com
Winner, L., & Bustamante, J. (2008). La ballena y el reactor : una búsqueda de los límites en la era de la alta tecnología / Langdon Winner ; edición revisada y anotada por Javier Bustamante ; traducción, Elizabeth B. Casals. https://search.ebscohost.com/login.aspx?direct=true&db=cat07441a&AN=cpu.440144&site=eds-live
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dc.publisher.program.none.fl_str_mv Diseño
dc.publisher.faculty.none.fl_str_mv Facultad de Arquitectura y Diseño
dc.publisher.department.none.fl_str_mv Departamento de Diseño
publisher.none.fl_str_mv Universidad de los Andes
institution Universidad de los Andes
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spelling Henríquez Martínez, AngieCastañeda Mosquera, SofíaAune, KarenBandera Martínez, Jorge Luis2024-02-07T20:56:19Z2024-02-07T20:56:19Z2024-02-06https://hdl.handle.net/1992/73952instname:Universidad de los Andesreponame:Repositorio Institucional Sénecarepourl:https://repositorio.uniandes.edu.co/This project imagines an alternative present in interface design. That is, speculating possible technological objects by re-evaluating, questioning, and modifying the historically made decisions in the creation of interfaces. I use the button – due to its broad, ubiquitous, and intuitive nature – as an exploratory surface to materialize interactions that give a different character to human-computer interaction, aiming to activate the body in its use and bring back the pleasure of the analog to the digital era. Through the creation of objects that provide unstructured interactions inspired by values true to the original spirit of computing (hacking, iteration, curiosity), I propose a framework that encourages the user to explore and connect with others, ultimately helping us to rethink our interaction with machines from new perspectives.Este proyecto es una serie de exploraciones materiales que proponen imaginar presentes alternos en el diseño de interfaces. Es decir, especular posibles objetos tecnológicos al re-evaluar, cuestionar y modificar las decisiones tomadas históricamente en la creación de la interfaz. Utilizo el botón – por su carácter amplio, ubicuo e intuitivo– como superficie exploratoria para tangibilizar interacciones que permitan dar un carácter diferente a la interacción humano-computadora, buscando activar el cuerpo en su uso y traer de nuevo el placer de lo análogo a la era digital. A través de la creación de objetos que provean interacciones no estructuradas e inspiradas en valores fieles al espíritu original de la computación (el hackeo, la iteración, la curiosidad), planteo escenarios que inciten al usuario a explorar y a conectar con otros, para finalmente ayudarnos a pensar nuestra interacción con la máquina desde nuevas perspectivas.DiseñadorPregradoInterface DesignSpeculative Design200 páginasapplication/pdfengUniversidad de los AndesDiseñoFacultad de Arquitectura y DiseñoDepartamento de DiseñoAttribution-NonCommercial-NoDerivatives 4.0 Internationalhttp://creativecommons.org/licenses/by-nc-nd/4.0/info:eu-repo/semantics/openAccesshttp://purl.org/coar/access_right/c_abf2Interfacing: Alternate Presents in Interface DesignTrabajo de grado - Pregradoinfo:eu-repo/semantics/bachelorThesisinfo:eu-repo/semantics/acceptedVersionhttp://purl.org/coar/resource_type/c_7a1fTexthttp://purl.org/redcol/resource_type/TPHuman computer interaction (HCI)InterfaceButtonPush-buttonSpeculative designSpeculative interfaceDigital CorporalitiesCorporeal InterfaceDiseñoAuger, J. H. (2012). Why Robot? Speculative design, the domestication of technology and the considered future.Communication and culture : readings in the codes of human interaction. (1966). In Communication and culture : readings in the codes of human interaction. Holt, Rinehart and Winston.Diefenbach, S. (2018). PositiveTechnology. 2(1), 1–22.Dombkowski, S. (2021). Kinda Human Enhancing Expression and Understandsing in an Intimate Relationship Through Artificial Agents.Donna Haraway. (1984). Cyborg Manifesto.Dourish, Paul. (2001). Where the action is the foundations of embodied interaction . In Where the action is the foundations of embodied interaction. MIT Press.Dunne, A., & Raby, F. (2013b). Speculative Everything: Design, Fiction, and Social Dreaming. In Speculative Everything. The MIT Press.Ellen Lupton, & Andrea Lipps. (2018). The senses : design beyond vision.Fiore, Q., Angel, J., & McLuhan, M. (1996). The medium is the massage. In 1996.Friedrich Kittler. (2017). No hay Software y otros ensayos sobre filosofía de la tecnología. Universidad de Caldas.Guzman, A. L. (2018). What is Human-Machine Communication, Anyway?Ihde, D. (2004). Los cuerpos en la tecnología : nuevas tecnologías: nuevas ideas acerca de nuestro cuerpo. Editorial UOC.Lilienfeld, R. (1984). Teoría de sistemas : orígenes y aplicaciones en ciencias sociales. Editorial Trillas.Marisol Wong-Villacres. (n.d.). Embracing Horizontality to Reconstruct HCI as a Pluriverse. 2021.McCullough, M. (1996). Abstracting craft : the practiced digital hand. In Abstracting craft : the practiced digital hand. MIT Press.McLuhan, M. (1967). The Medium is the Message: an inventory of effects.Meadow, C. T. (1970). Man-machine communication. In Man-machine communication. Wiley-Interscience.Nancy, J.-L. (2006). 58 Indicios sobre el cuerpo.Negroponte, Nicholas. (1995). Being digital. Hodder & Stoughton.Plotnick, R. (2012). At the Interface: The Case of the Electric Push Button, 1880–1923. Technology and Culture, 53(4), 815–845. https://www.jstor.org/stable/41682743Pollan, M (1998). Beyond Wilderness and LawnSanders, E. B. N., & Stappers, P. J. (2014). Probes, toolkits and prototypes: Three approaches to making in codesigning. CoDesign, 10(1), 5–14. https://doi.org/10.1080/15710882.2014.888183Scolari, C. (2004). Hacer clic. gedisa.Sharp, H., Rogers, Y., & Preece, J. (2019). Interaction design : beyond human-computer interaction. John Wiley & Sons.Smith, H. T., & Green, T. R. G. (1980). Human interaction with computers. Academic Press.Snowber, C. (2011). LET THE BODY OUT.Turner, & Fred. (2006). From Counterculture to Cyberculture.Vafopoulos, M. (2012). BEING, SPACE, AND TIME ON THE WEB. https://about.jstor.org/termsVannevar Bush. (1954). As We May Think.Weizenbaum. (1976). Computer Power and Human Reason.Wheatcraft, L. S. (2010). Everything you wanted to know about interfaces, but were afraid to ask: Why are Interfaces Important? www.reqexperts.comInternet:http://www.reqexperts.comWinner, L., & Bustamante, J. (2008). La ballena y el reactor : una búsqueda de los límites en la era de la alta tecnología / Langdon Winner ; edición revisada y anotada por Javier Bustamante ; traducción, Elizabeth B. 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