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  1. No Access

    Chapter

    From Interactive Design to Reflective Design

    This chapter offers to switch from the interactive to the reflective design paradigm. The book posits that interactive design relies on a model that focuses on activities and does not question the values and a...

    Annie Gentes in The In-Discipline of Design (2017)

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    Chapter

    The Poetics of Invention

    This chapter exposes the difference between the rhetoric of science analyzed by the sociology of sciences and technologies and the poetic of science better apprehended thanks to the humanities. Research is jus...

    Annie Gentes in The In-Discipline of Design (2017)

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    Chapter

    Design as Debate: The Thing Beyond the Object

    This chapter introduces political philosophy – in particular Habermas’s theory of communication – and critical design. From the point of view of design, the question is how stakeholders organize a debate aroun...

    Annie Gentes in The In-Discipline of Design (2017)

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    Chapter

    Design as Meaning and Form Making: An Introduction

    This chapter presents the scope and ambition of the research: to produce a model of design that accounts for the practices of designers, artists, and researchers in engineering. The goal is to reveal what conn...

    Annie Gentes in The In-Discipline of Design (2017)

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    Chapter

    Creative Figures of Users

    In this chapter, the reader will follow the trail of the “user”. Many disciplines claim to best represent her: ergonomics and engineering research focus on the system made of humans and machines, aesthetics co...

    Annie Gentes in The In-Discipline of Design (2017)

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    Chapter

    Design as Composition of Tensions

    In this chapter, design is considered as a practice of composition of tensions. By laying out materials, ideas, forms, models of communication and activities, designers organize their practice not so much as a...

    Annie Gentes in The In-Discipline of Design (2017)

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    Chapter

    Conclusion: The Indiscipline of Design

    Chapter Seven concludes this book by reflecting on the “in-discipline” of design. Designers claim that their practices are transversal, multidisciplinary, and holistic. However, design is not a Leonardesque fa...

    Annie Gentes in The In-Discipline of Design (2017)

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    Chapter

    Critical Design

    Critical design does not solve problems but raises questions. It uses design to explore alternative views of the world, to materialise questions and to engage the audience into a reflective state. However its ...

    Annie Gentès, Max Mollon in Empowering Users through Design (2015)

  9. Chapter and Conference Paper

    Beyond Rhetoric to Poetics in IT Invention

    Two kinds of discourse typically define scientific productions: logical (epistemology of science) and rhetorical (sociology of science). We suggest that research projects can also be analyzed as poetical produ...

    Annie Gentes, Ted Selker in Human-Computer Interaction – INTERACT 2013 (2013)

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    Article

    Gaming on the move: urban experience as a new paradigm for mobile pervasive game design

    In this paper, we describe a pervasive treasure hunting game: “Team exploration” based on the Transhumance mobile ad-hoc network platform. The testers of this game came up with innovative suggestions that comb...

    Annie Gentes, Aude Guyot-Mbodji, Isabelle Demeure in Multimedia Systems (2010)

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    Chapter and Conference Paper

    RFID-based Distributed Shared Memory for Pervasive Games

    The goal of our work is to give a user equipped with an RFID-enabled mobile handset (mobile phone, PDA, laptop...) the ability to access contents of distant elements of the system (tags or handsets), without phys...

    Michel Simatic, Annie Gentès in Mobile Computing, Applications, and Services (2010)

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    Chapter and Conference Paper

    Designing Mobility: Pervasiveness as the Enchanting Tool of Mobility

    PLUG – Play Ubiquitous Games -, is a research project that deployed a fully distributed RFID architecture in the Museum of Arts and Crafts in Paris. A pervasive game was designed: "Plug: the Secrets of the Mus...

    Annie Gentes, Camille Jutant, Aude Guyot in Mobile Computing, Applications, and Servic… (2010)

  13. Chapter and Conference Paper

    “Plug: Secrets of the Museum”: A Pervasive Game Taking Place in a Museum

    “Plug: Secrets of the Museum” (PSM) is a game played with NFC-enabled mobile phones inside a museum containing dedicated passive RFID tags. During a PSM session, 8 teams exchange virtual cards representing obj...

    Michel Simatic, Isabelle Astic, Coline Aunis in Entertainment Computing – ICEC 2009 (2009)

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    Chapter and Conference Paper

    Multimodal Human Machine Interactions in Virtual and Augmented Reality

    Virtual worlds are develo** rapidly over the Internet. They are visited by avatars and staffed with Embodied Conversational Agents (ECAs). An avatar is a representation of a physical person. Each person cont...

    Gérard Chollet, Anna Esposito, Annie Gentes in Multimodal Signals: Cognitive and Algorith… (2009)