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...
- 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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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. |
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2024 |
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2024-02-07T20:56:19Z |
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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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eng |
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eng |
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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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openAccess |
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200 páginas |
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Universidad de los Andes |
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Diseño |
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Facultad de Arquitectura y Diseño |
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Departamento de Diseño |
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Universidad de los Andes |
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Universidad de los Andes |
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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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