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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...
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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...
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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...
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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...
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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...
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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...
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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...
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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 ...
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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...
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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...
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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...
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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...
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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...
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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...