FB4 Design
Filtern
Erscheinungsjahr
Dokumenttyp
- Konferenzveröffentlichung (84)
- Teil eines Buches (Kapitel) (64)
- Wissenschaftlicher Artikel (47)
- Buch (Monographie) (41)
- Bericht/Forschungsbericht (5)
- Sonstiges (3)
- Vorlesung/Vortrag (1)
- Preprint (1)
- Studienarbeit (1)
- Arbeitspapier (1)
Sprache
- Deutsch (124)
- Englisch (121)
- Mehrsprachig (3)
Gehört zur Bibliographie
- ja (248) (entfernen)
Schlagworte
- Visualisierung (53)
- Design (43)
- Mensch-Maschine-Kommunikation (21)
- Benutzeroberfläche (19)
- Kunst (12)
- Digitalisierung (11)
- Interaktion (11)
- Malerei (10)
- Film (9)
- Fotografie (9)
- Produktgestaltung (9)
- Ästhetik (8)
- Gestaltung (7)
- Industriedesign (7)
- Virtuelle Realität (7)
- Interaktive Medien (6)
- Mensch-Maschine-Schnittstelle (6)
- Produkt (6)
- Ausbildung (5)
- Ausstellung (5)
- Body-Cam (5)
- Corporate Design (5)
- Daten (5)
- Gebrauchsgrafik (5)
- Gegenständliche Benutzeroberfläche (5)
- Handy (5)
- Journalismus (5)
- Karte (5)
- Kommunikationsdesign (5)
- Kreativität (5)
- Kultur (5)
- Prototyping (5)
- Sammlung (5)
- Action-Fotografie (4)
- Benutzerfreundlichkeit (4)
- Brandenburg (4)
- Computer (4)
- Fachhochschule (4)
- Fachhochschule Potsdam (4)
- Farbe (4)
- GoPro (4)
- Innovation (4)
- Kommunikation (4)
- Kulturerbe (4)
- Management (4)
- Medienwissenschaft (4)
- Metadaten (4)
- Nachhaltigkeit (4)
- Schrift (4)
- Transformation (4)
- App <Programm> (3)
- Architektur (3)
- Benutzererlebnis (3)
- Bildhauer (3)
- Camcorder (3)
- Computerspiel (3)
- Corporate Identity (3)
- Datenbank (3)
- Designpreis Brandenburg (3)
- Designstudium (3)
- Deutschland (3)
- Digital Humanities (3)
- Display (3)
- Entdeckendes Lernen (3)
- Erzählen (3)
- Form (3)
- Geschichte (3)
- Geste (3)
- Grafik (3)
- Graphische Benutzeroberfläche (3)
- Haptische Feedback-Technologie (3)
- Interaction design (3)
- Intimsphäre (3)
- Klimaänderung (3)
- Konkrete Kunst (3)
- Marke (3)
- Methode (3)
- Mobiles Endgerät (3)
- Mode (3)
- Moral (3)
- Museum (3)
- Neue Medien (3)
- Plastik (3)
- Poster-Session (3)
- Ubiquitous Computing (3)
- Urbanität (3)
- Vernetzung (3)
- Wahrnehmung (3)
- Werbung (3)
- Angry Birds (2)
- Angststörung (2)
- Augenfolgebewegung (2)
- Autonomes Fahrzeug (2)
- Autor (2)
- Benutzerforschung (2)
- Benutzerverhalten (2)
- Berlin-Spandau (2)
- Beruf (2)
- Bewegtes Bild (2)
- Bildersprache (2)
- Bildung (2)
- Browsing (2)
- Co-design (2)
- Computeranimation (2)
- Computerkartografie (2)
- Datenverarbeitung (2)
- Designer (2)
- Designwissenschaft <Informatik> (2)
- Drittmittel (2)
- Emotion (2)
- Erweiterte Realität <Informatik> (2)
- Erzähltechnik (2)
- Exil (2)
- Filmschaffender (2)
- Forschung (2)
- Fußgänger (2)
- Gefühl (2)
- Gehirn-Computer-Schnittstelle (2)
- Geo-visualization (2)
- Gesichtserkennung (2)
- Graphische Datenverarbeitung (2)
- Identität (2)
- Illustration (2)
- Informations- und Dokumentationswissenschaft (2)
- Innenarchitektur (2)
- Intuition (2)
- Kalligraphie (2)
- Klassifikation (2)
- Koch, Diethelm (2)
- Kooperation (2)
- Künstliche Intelligenz (2)
- Land (2)
- Leiblichkeit (2)
- Lernforschung (2)
- Lidschlag (2)
- Linked Data (2)
- Lumineszenzdiode (2)
- Marketing (2)
- Markgrafschaft (2)
- Maschinelles Lernen (2)
- Medienkunst (2)
- Mensch (2)
- Moderne (2)
- Multi-Touch-Screen (2)
- Neurofeedback (2)
- OpenStreetMap (2)
- Physical Computing (2)
- Projekt (2)
- Prototyp (2)
- Resilienz (2)
- Schmerz (2)
- Screenshot (2)
- Semiotik (2)
- Stadtplanung (2)
- Stadtviertel (2)
- Studium (2)
- Taxonomie (2)
- Technik (2)
- Text (2)
- Theorie (2)
- Touchscreen (2)
- Transdisziplinarität (2)
- Traum (2)
- Typografie (2)
- Zukunft (2)
- brain computer interfaces (2)
- extended reality (2)
- physical interaction design (2)
- tabletop interfaces (2)
- virtual reality (2)
- Abstraktionsebene (1)
- Aktivismus (1)
- Algorithmus (1)
- Altenpflege (1)
- Altenwohnung (1)
- Amazonastiefland (1)
- Ambient Devices (1)
- Ameisenstaat (1)
- Analyse (1)
- Angewandte Kunst (1)
- Anschauung (1)
- Anwendung (1)
- Arbeitsbedingungen (1)
- Arbeitsleistung (1)
- Arbeitsraum (1)
- Architekturstudent (1)
- Archiv (1)
- Archivbestand (1)
- Arduino Micro (1)
- Audiovisuelles Material (1)
- Aufkleber (1)
- Auge (1)
- Ausdruck (1)
- Ausstattung (1)
- Auszeichnung (1)
- Automation (1)
- Automatische Spracherkennung (1)
- Barrierefreiheit (1)
- Bauhaus (1)
- Bauökologie (1)
- Bearbeitung (1)
- Bedeutung (1)
- Benutzerschnittstelle (1)
- Berlin (1)
- Berufsverband der Deutschen Kommunikationsdesigner (1)
- Beschleunigung (1)
- Bette, Michael (1)
- Bewegung (1)
- Bewegungswahrnehmung (1)
- Bewertung (1)
- Bewusstheit (1)
- Bibliografische Daten (1)
- Bibliothek (1)
- Big Data (1)
- Bildanalyse (1)
- Bilderzeugung (1)
- Bildforensik (1)
- Bildinformatik (1)
- Bildnis (1)
- Bildschirm (1)
- Botschaft (1)
- Buch (1)
- Buchkunst (1)
- Chemieunterricht (1)
- Co-photography (1)
- Companion technology (1)
- Computational Social Science (1)
- Computergrafik (1)
- Computersicherheit (1)
- Curriculumentwicklung (1)
- DVD (1)
- Data stories (1)
- Datenanalyse (1)
- Datenaustausch (1)
- Datenerhebung (1)
- Datengeschichte (1)
- Datensicherung (1)
- Dauerausstellung (1)
- Deleuze, Gilles (1)
- Demenz (1)
- Denken (1)
- Design fiction (1)
- Designinitiative Brandenburg-Berlin e V. (1)
- Desktop (1)
- Deutsch (1)
- Deutsche Nationalbibliothek (1)
- Dialog (1)
- Dienst (1)
- Digital (1)
- Digitale Fotografie (1)
- Digitale Revolution (1)
- Digitales Archiv (1)
- Digitalkamera (1)
- Display Library (1)
- Distanz (1)
- Documenta (1)
- Dokumentation (1)
- Dokumentenserver (1)
- Drehbuchautor (1)
- Drittes Reich (1)
- Druck (1)
- E-Health (1)
- E-Learning (1)
- Effektivität (1)
- Eingebettetes System (1)
- Elektrische Leitfähigkeit (1)
- Elektronik (1)
- Elektronische Bibliothek (1)
- Emotional design (1)
- Emotionales Verhalten (1)
- Empfehlungssystem (1)
- Entkolonialisierung (1)
- Entscheidungsunterstützung (1)
- Entwicklung (1)
- Entwurfszeichnung (1)
- Erforschung (1)
- Ergonomie (1)
- Erinnerung (1)
- Erzählung (1)
- Ethik (1)
- Ethnologisches Museum (Körperschaft) (1)
- Experiment (1)
- Exponat (1)
- Face tracking (1)
- Fachbereich (1)
- Fantasie (1)
- Farbenlehre (1)
- Farbgestaltung (1)
- Farbstift (1)
- Farbtemperatur (1)
- Farbzuweisung (1)
- Farbübersetzung (1)
- Feminismus (1)
- Fernunterricht (1)
- Filmkomödie (1)
- Finnland (1)
- Firmenzeichen (1)
- Formgebung (1)
- Forschungsprojekt (1)
- Fortbewegung (1)
- Fotografisches Verfahren (1)
- Frankreich (1)
- Freeze-Frame (1)
- Freilichtmalerei (1)
- Freiwilligkeit (1)
- Fremdsprache (1)
- Fußball (1)
- Fußboden (1)
- GPS (1)
- Gamification (1)
- Gebrauchswert (1)
- Gedächtniskonsolidierung (1)
- Gedächtnisleistung (1)
- Gedächtnistest (1)
- Gegenwart (1)
- Gehen <Motiv> (1)
- Gemeinschaft <Motiv> (1)
- Geodateninfrastruktur (1)
- Geographie (1)
- Geoinformation (1)
- Geoinformationssystem (1)
- Geologische Kartierung (1)
- Geovisualization (1)
- Geschmack <Ethik> (1)
- Geschmack <Ästhetik> (1)
- Gesellschaftskritik (1)
- Gestaltungslehre (1)
- Glaubwürdigkeit (1)
- Globalisierung (1)
- Gottsmann, Frank (1)
- Governance (1)
- Grammatik (1)
- Grenzobjekt (1)
- Gruppe (1)
- Gruppendiskussion (1)
- Gründerin (1)
- Grünheide (Mark, Region) (1)
- Hauptstadt (1)
- Haushalt (1)
- Hegewald, Heidrun (1)
- Historische Netzwerkanalyse (1)
- Hochschulbildung (1)
- Hochschule (1)
- Holzplastik (1)
- Human-centered computing (1)
- Ilgen, Fre (1)
- Implementierung (1)
- Impuls (1)
- Indigenes Volk (1)
- Individuelle Datenverarbeitung (1)
- Informatik (1)
- Information (1)
- Information Visualization (1)
- Informationsmanagement (1)
- Informationsnetz (1)
- Informationsspeicherung (1)
- Informationstheorie (1)
- Informationsverhalten (1)
- Informationswissenschaft (1)
- Infrastruktur (1)
- Insolvenz (1)
- Inspiration (1)
- Installation <Kunst> (1)
- Inszenierung (1)
- Interaction design process and methods (1)
- Interdisziplinarität (1)
- Interface Design (1)
- Interface design (1)
- International Cartographic Association (1)
- Internationalisierung (1)
- Internet der Dinge (1)
- Intimate interaction (1)
- Kartengestaltung (1)
- Kartograf (1)
- Kartografie (1)
- Kassandra (1)
- Kinderbuch (1)
- Kirche (1)
- Klang <Motiv> (1)
- Kleidung (1)
- Klimaschutz (1)
- Kognition (1)
- Kollaboratives Lernen (1)
- Kollektives Gedächtnis (1)
- Konferenz (1)
- Kontext (1)
- Koproduktion (1)
- Kulturaustausch (1)
- Kulturbeziehungen (1)
- Kulturelle Einrichtung (1)
- Kulturgut (1)
- Kulturkontakt <Motiv> (1)
- Kulturpolitik (1)
- Kulturpädagogik (1)
- Kuppel (1)
- Kuss (1)
- Kállai, Ernő (1)
- Körperkontakt (1)
- Küchengerät (1)
- LGBT (1)
- Landkarte (1)
- Landschaft (1)
- Lebensmittel (1)
- Lebensraum (1)
- Lehrmittel (1)
- Lehrplan (1)
- Leitsystem (1)
- Lernen (1)
- Lernumwelt (1)
- Lid (1)
- Literaturpreis (1)
- Literaturwissenschaft (1)
- MACE (1)
- Manipulation (1)
- Markenimage (1)
- Markenname (1)
- Mashup <Internet> (1)
- Massenkonsum (1)
- May, Joe (1)
- Mediendokumentation (1)
- Medienherstellung (1)
- Medieninformatik (1)
- Medienkompetenz (1)
- Medienkonsum (1)
- Medienpädagogik (1)
- Medientheorie (1)
- Medienwissenschaftliches Studium (1)
- Medienästhetik (1)
- Mehragentensystem (1)
- Mehrdimensionalität (1)
- Metakommunikation (1)
- Meteorologie (1)
- Methodisches Konstruieren (1)
- Methodologie (1)
- Meyer, Hannes (1)
- Milieu (1)
- Mixed Reality (1)
- Mixed media (1)
- Mobile Learning (1)
- Mobiles Internet (1)
- Mobilität (1)
- Mobilität 4.0 (1)
- Modefotografie (1)
- Modell (1)
- Moralität (1)
- Morphologie <Linguistik> (1)
- Museumskunde (1)
- Musik (1)
- Musikerziehung (1)
- Musiktherapie (1)
- Mustersprache (1)
- Mutter (1)
- Nachkriegszeit (1)
- Nachrichtensendung (1)
- Nake, Frieder (1)
- Named Entity Recognition (1)
- Narzissmus (1)
- Navigation (1)
- Neigung <Technik> (1)
- Netzwerk (1)
- Nichtverbale Kommunikation (1)
- Niederlande (1)
- Node-Link Diagram (1)
- Normung (1)
- Notifikation (1)
- Numismatik (1)
- Nutzung (1)
- Oberfläche (1)
- Online Workshop (1)
- Open Government Data (1)
- Open Science (1)
- Optische Zeichenerkennung (1)
- Organisation (1)
- Orientierung (1)
- Participatory Design (1)
- Partizipation (1)
- Personal Data/Tracking (1)
- Personenbezogenen Daten (1)
- Perspektivenübernahme (1)
- Pheromon (1)
- Philosophie (1)
- Phosphoreszenz (1)
- Photographie (1)
- Piktogramm (1)
- Plakat <Motiv> (1)
- Polen (1)
- Pose (1)
- Postdigital (1)
- Potsdam (1)
- Potsdam-Bornstedt (1)
- Prokjekt (1)
- Propaganda (1)
- Protokoll (1)
- Provokation (1)
- Prozessmanagement (1)
- Präsentation (1)
- Psychische Gesundheit (1)
- Psychologie (1)
- Publizität (1)
- RFID (1)
- Raum (1)
- Raum-Zeit (1)
- Raumwahrnehmung (1)
- Rechnernetz (1)
- Regel (1)
- Regionale Identität (1)
- Regionale Mobilität (1)
- Regionalkultur (1)
- Regionalkunde (1)
- Reisebericht (1)
- Research 2.0 (1)
- Rezeption (1)
- Robotik (1)
- Roman (1)
- Rufnummer <Telefon> (1)
- Sanduhr (1)
- Satire (1)
- Schaltfläche (1)
- Schaltung (1)
- Schlaf (1)
- Schmuck (1)
- Schnittstelle (1)
- Schriftkunst (1)
- Schriftsteller (1)
- Schulden (1)
- Schwarmintelligenz (1)
- Schweiz (1)
- Sehnsucht <Motiv> (1)
- Selbstbildnis (1)
- Selbstreflexion (1)
- Selbstständigkeit (1)
- Selfie (1)
- Semantik (1)
- Semantisches Gedächtnis (1)
- Semantisches Netz (1)
- Sensor (1)
- Serious game (1)
- Sharing Economy (1)
- Skulptur (1)
- Social Anxiety (1)
- Social Media (1)
- Software-defined networking (1)
- Sozialangst (1)
- Soziale Netzwerkanalyse (1)
- Sozialverhalten <Motiv> (1)
- Spiegel (1)
- Spreewald <Motiv> (1)
- Squatriti, Fausta (1)
- Stadt (1)
- Stadtentwicklung (1)
- Stakeholder (1)
- Standortbezogener Dienst (1)
- Stillstand <Motiv> (1)
- Strategie (1)
- Straße (1)
- Streaming <Kommunikationstechnik> (1)
- Studie (1)
- Syderberg, Hans Jürgen (1)
- Systematik (1)
- Systemdenken (1)
- Tagebuch (1)
- Taktiler Reiz (1)
- Taktiler Sensor (1)
- Telekommunikationsdienst (1)
- Telematik (1)
- Tesla (1)
- Textilien (1)
- Tradition (1)
- Typographie (1)
- Tübke, Werner (1)
- URL (1)
- Umfrage (1)
- Umwelt (1)
- Umweltbezogenes Management (1)
- Umweltwahrnehmung (1)
- Unbewusstes (1)
- Universität der Künste Berlin. Studiengang Visuelle Kommunikation (1)
- Universitätsarchiv (1)
- Unternehmen (1)
- Unternehmenskultur (1)
- Unterrichtsmethode (1)
- Unterstützungstechnologie (1)
- User Generated Content (1)
- Utopie (1)
- Venedig (1)
- Verantwortung (1)
- Verbraucherverhalten (1)
- Vergangenheit (1)
- Verhalten (1)
- Verkehrsstau (1)
- Verkehrsunfall (1)
- Verschwendung (1)
- Verzeichnis (1)
- Vibrationssensor (1)
- Videoaufzeichnung (1)
- Videospiel (1)
- Virtuelles Museum (1)
- Visual Analytics (1)
- Visualisierung <Motiv> (1)
- Visualization (1)
- Visuelle Poesie (1)
- Vorbild (1)
- Waage (1)
- Wandern (1)
- Web-based scrollytelling (1)
- Webentwicklung (1)
- Wecker (1)
- Werkzeug (1)
- Wettbewerb (1)
- Wirklichkeit (1)
- Wirtschaftsentwicklung (1)
- Wissen (1)
- Wissensmanagement (1)
- Wissenvermittlung (1)
- Wohnungsbau (1)
- Workshop (1)
- Wortschatz (1)
- Wärmeübertragung (1)
- Zeichen <Motiv> (1)
- Zeichnung (1)
- Zeichnung <Motiv> (1)
- Zeit (1)
- Zeitlupe (1)
- Zeitwahrnehmung (1)
- Zukunftserwartung (1)
- Zwischenmenschliche Beziehung (1)
- Zwischenmenschliche Beziehung <Motiv> (1)
- ambient interface (1)
- data visualization (1)
- design methods (1)
- geo visualization (1)
- geo-visualization (1)
- historische Kleidung (1)
- interaction design (1)
- interactive maps (1)
- neurofeedback (1)
- personal data (1)
- reddit (1)
- sozial (1)
- Ägypten (1)
- Ähnlichkeitssuche (1)
- Änderung (1)
- Öffentlicher Raum (1)
Institut
- FB4 Design (248)
- Inst. für angewandte Forschung Urbane Zukunft (IaF) (35)
- Europäische Medienwissenschaft (14)
- FB1 Sozial- und Bildungswissenschaften (7)
- Urban Complexity Lab (UCLAB) (7)
- FB5 Informationswissenschaften (3)
- Publikationen des FB Informationswissenschaften (3)
- Architektur/Städtebau (1)
- FB2 Stadt | Bau | Kultur (1)
- Inst. für Fortbildung, Forschung u. Entwicklung (IFFE) (1)
This paper presents Muse, a visualization of institutional co-authorship of publications. The objective is to create an interactive visualization, which enables users to visually analyze collaboration between institutions based on publications. The easy to use multitouch interaction, and the size of the interactive surface invite users to explore the visualization in semi-public spaces.
Mobile learning activities of commuters have widely been neglected. The paper reports on the adaption of a grounded innovation approach involving a futures workshop for interaction design and ideation based on ethnographic insights in the field of mobile learning. Current obstacles and utopian futures of mobiles learning lay the grounds for envisioning new systems to support mobile learning for public transport. A system to enhance comfort zones for mobile learners is being specified and illustrated. It proposes a gesture-based handling of tablet computers in order create an adaptable and comfortable personal learning environment with individually adaptable and familiar modules. An iDesk prototype preserving a personal comfort zone for mobile learners is presented. The system intends to support formal and informal learning in mobile times.
Herzfassen
(2012)
Herzfassen is a self-contained kinetic object that uses physical computing and biometric data to provide a highly aesthetic and sensual experience while still having the outer appearance of an ordinary everyday object. A metal bowl filled with water visualizes the human heartbeat through vibration and according patterns in the water surface. The title Herzfassen derives from the german expression for 'to take heart' thus hints to the haptic and emotional experience with the object.
This paper describes aim and design of the piece, comprising construction, technical function, as well as the interaction cycle respectively the object's dramaturgy. Further, it reports on audience's joyful and emotional experiences with the object within past exhibitions as display and use hence human contact is the main purpose of Herzfassen.
This paper presents a tabletop visualization of relations between geo-positioned locations. We developed an interactive visualization, which enables users to visually explore a geospatial network of actors. The multitouch tabletop, and the large size of the interactive surface invite users to explore the visualization in semi-public spaces.
For a case study on scientific collaborations between institutions, we applied and improved several existing techniques for a walk-up-and-use system aimed at scientists for a social setting at a conference. We describe our iterative design approach, our two implemented prototypes, and the lessons learnt from their creation. We conducted user evaluation studies at the two on-location demonstrations, which provide evidence of the prototype usability and usefulness, and its support for understanding the distribution and connectivity in a geospatial network.
Living With Things
(2012)
This paper describes the conceptual object series Living with Things: seven working prototypes of electronically and mechanically altered everyday objects that explore emotional engagement through interaction design. It outlines aim, design and the interaction design model that was developed and applied. Further it looks at scenarios and experiences from the objects in use and finally places them in the larger context of my current PhD research into The Design of Idleness. This research looks at social acceleration from a design perspective and investigates the paradoxical potential of interaction design to contribute to the much-needed social and societal slowdown.
Traffic Origins
(2014)
Traffic incidents such as road accidents and vehicle breakdowns are a major source of travel uncertainty and delay, but the mechanism by which they cause heavy traffic is not fully understood. Traffic management controllers are tasked with routing repair and clean up crews to clear the incident and often have to do so under time pressure and with imperfect information. To aid their decision making and help them understand how past incidents affected traffic, we propose Traffic Origins, a simple method to visualize the impact road incidents have on congestion. Just before a traffic incident occurs, we mark the incident location with an expanding circle to uncover the underlying traffic flow map and when it ends, the circle recedes. This not only directs attention to upcoming events, but also allows us to observe the impact traffic incidents have on vehicle flow in the immediate vicinity and the cascading effect multiple incidents can have on a road network. We illustrate this technique using road incident and traffic flow data from Singapore.
This report looks at a higher education design class as a design case for teaching participatory design methods to beginning design students from different design disciplines (communication, product, and interface design). The class was an experiment in so far as basic design education usually focuses on other elementary aspects first, such as form, color, representation, etc. The experiment ́s purpose was to confront design students very early on in the program with a participatory design approach and find out how well they can handle and apply it and how valuable it is for their basic design education. The report describes the overall aim, structure, process, and outcomes of the design class at University of Applied Sciences Potsdam and takes a peep into the near future.
In this paper we present a case study for an interactive surface, an explanatory tangible multitouch system in an exhibition context. The system is used as an expressive representation of the complex concept of Micro Smart Grids (MSGs) and their influence on our future energy infrastructure. We built the experience upon research on integrating tangibles into playful and exploratory learning environments. Beyond the well-researched learning experience with tangibles, we developed the system to stimulate and foster discussions on the subject of MSGs. Besides the technology behind the system we will discuss limitations and advantages of combining tangible and multitouch technologies. To conclude we present reflections on the design and interaction concepts that were embedded into the system.
i.Ge
(2015)
Video games are traditionally presented and visualized on a screen (flat, portable, touch sensitive or projected) and are mostly restricted by predefined scenarios and character movements. Although the ways in which we interact with games have improved over recent years, the interaction is still limited to their functions and game presets and still happens inside the screen. In this paper we explore new interaction paradigms using i.Ge4, a video game level editor that allows users to interact with their own environment to create game content with every-day physical objects in real time. At this stage, i.Ge explores new ways to interact with the real world by augmenting it with interactive projections, reducing the gap between the real and the digital world in a spatial augmented reality. We also propose other novel naturalistic approaches to create and interact with digital content that involve embodiment and more use of depth.
This paper introduces an approach for visualizing large spatial time series data sets on mobile devices. The HeatTile system (Meier et al. 2014) is used and extended with a progressive loading approach, the stream approach. By combining those two approaches, this study aimed to overcome the performance and bandwidth limitations inherent to mobile devices. This chapter focuses on the technological advantages of the presented approach in a performance comparison with other common approaches. Furthermore, an animated time series visualization is introduced, as well as an interface designed specifically for the presented method in order to emphasize the advantages of the approach. To further highlight the possible applications of the method, two real-world use cases are presented.
Exploring vibrotactile feedback on the body and foot for the purpose of pedestrian navigation
(2015)
In this paper, we present an evaluation of vibrotactile onbody feedback for the purpose of pedestrian navigation. For this specific task, many researchers already provide different approaches such as vibrating belts, wristbands or shoes. Still, there are issues left that have to be considered, such as which body position is most suitable, what kind of vibration patterns are easy to interpret, and how applicable are vibrotactile feedback systems in real scenarios. To find answers, we reconstructed prototypes commonly found in literature and continued to further evaluate different foot-related designs. On the one hand, we learned that vibrotactile feedback at the foot reduces visual attention and thus also potentially reduces stress. However, on the other hand, we found that urban space can be very diverse, and ambiguous and therefore a vibrotactile system cannot completely replace common path finding systems for pedestrians. Rather, we envision such a system to be applied complementary as an assistive technology.
The Marker Cluster
(2016)
The growing amount of gathered, stored and available data is creating a need for useful mass-data visualizations in many domains. The mapping of large spatial data sets is not only of interest for experts anymore, but, with regard to the latest advances in web cartography, also moves into the domain of public cartographic applications. One interactive web-based cartographic interface design pattern that helps with visualizing and interacting with large, high density data sets is the marker cluster; a functionality already in use in many web-based products and solutions. In this article, the author will present their ongoing research on the problem of “too many markers.” They will present an empirical evaluation and comparison of marker cluster techniques and similar approaches, including heatmaps and tiled heatmaps. They conclude with a first concept for overcoming some of the obstacles that they were able to identify in their study and thereby introduce a new direction for further research.
Many datasets have multiple perspectives – for example space, time and description – and often analysts are required to study these multiple perspectives concurrently. This concurrent analysis becomes difficult when data are grouped and split into small multiples for comparison. A design challenge is thus to provide representations that enable multiple perspectives, split into small multiples, to be viewed simultaneously in ways that neither clutter nor overload. We present a design framework that allows us to do this. We claim that multi-perspective comparison across small multiples may be possible by superimposing perspectives on one another rather than juxtaposing those perspectives side-by-side. This approach defies conventional wisdom and likely results in visual and informational clutter. For this reason we propose designs at three levels of abstraction for each perspective. By flexibly varying the abstraction level, certain perspectives can be brought into, or out of, focus. We evaluate our framework through laboratory-style user tests. We find that superimposing, rather than juxtaposing, perspective views has little effect on performance of a low-level comparison task. We reflect on the user study and its design to further identify analysis situations for which our framework may be desirable. Although the user study findings were insufficiently discriminating, we believe our framework opens up a new design space for multi-perspective visual analysis.
Location recommendation (LR) or rather location-based recommender systems (LBRS) are an integral part of modern location-based services (LBS). Most LR algorithms only focus on location-specific attributes when calculating recommendations, while completely ignoring the urban structure surrounding the locations. (In this paper we refer to a geographic coordinate (latitude and longitude) as position. Locations and places in contrast refer to physical entities e.g. a restaurant, a bus stop or a lake). This paper demonstrates how the urban structure can be modelled in LR calculations by using data from OpenStreetMap (OSM) and the location data itself. Based on these datasets, we present two approaches to extend the LR process by (1) including the urban structure in direct proximity of the location (Proximity Indicators and Areal Descriptors) and by (2) not only looking for individual locations but location clusters (Similarity Clusters). Thereby we acknowledge the complexity of a location, which can not be perceived as a detached entity. A location is part of a given urban structure and we need to include the parameters of this structure in our algorithms. A prototypical implementation compares locations from four major German cities: Berlin, Hamburg, Munich and Cologne and thereby highlights the applicability of the underlying data structures derived from OSM and the location data itself. We conclude by outlining the potential of the presented approaches in the context of LR as well as their relevancy for urban planning and neighboring disciplines.
As cultural institutions are digitizing their artifacts and interlinking their collections, new opportunities emerge to engage with cultural heritage. However, it is the often comprehensive and complex nature of collections that can make it difficult to grasp their distribution and extent across a variety of dimensions. After a brief introduction to the research area of collection visualizations, this paper presents a design study visualizing an aggregated collection from diverse cultural institutions in Germany. We detail our iterative design process leading to prototypical implementations of four stylistically and functionally coordinated visualizations, each one focusing on different facets of the collection.
The Haptic Body Scale
(2017)
Followers of the Quantified Self movement track, analyze and compare vital and environmental data to optimize themselves. It can be stressful to keep all the measured values under control when pursuing this ambitious way of life. Body weight can be an especially emotional issue for many people and slight differences can be perceived as lack of discipline, although little fluctuations are natural. In this paper, we present a tangible display for body weight, based on floor rigidity. It displays body weight without numbers, which makes it less suitable for comparisons, while still giving the user an idea about their weight. We describe the metaphorical foundations of the concept, as well as the development of two prototypes, which implement the envisioned full-body weighing experience. We demonstrate how the design of a display can influence the users' connotation of data.
Memory Dialogue
(2017)
With the proliferation of personal and social computing there is an increased interest in the field of human-computer interaction to support people's memory practises. Yet, there is only a limited understanding of the role of artefacts in the social dynamics in memory. With memory dialogue, we introduce a methodology for exploring artefact-based memory sharing. Participants created physical or digital memory artefacts, exchanged them, and reflected on the process. Our qualitative findings show how this method can help uncover the complexity of shared memory. Participants largely chose bonding experiences and created artefacts as conversation starters about differences in their memories.
In this paper, we outline the process applied in designing and developing an interactive and networked music system for people with dementia. We first describe the strategy we used to include both people with dementia and caretakers. As the symptoms of dementia vary greatly, we decided to address this diversity of needs. We describe the use-scenarios, which illustrate how people with dementia can gain access to curated selections of biographically meaningful music and take part in music therapy even if restricted mobility prevents their physical presence at sessions. Secondly, we focus on the structural and aesthetic requirements for the interaction design of tangible and screen-based user-interfaces. We conclude with issues of usability and levels of playfulness based on interactive prototypes that differ in complexity and form, and we share proposals for designing with and for dementia patients.
Autonomous vehicles (AVs) seem to be the next big step into the future of mobility solutions. Various research institutions in the automobile industry and academic sectors are striving to come out with the most futuristic concept. This paper focuses on the interaction between AVs and pedestrians. Furthermore, the paper aims to explore if complex communication needs can be signaled to pedestrians through motion behavior of the vehicle.
In order to learn how other road users feel surrounded by self-driving cars, participants were confronted with different drivability of a self-programmed vehicle during our evaluation. As the results show, the vehicle's motion behavior is able to evoke certain emotions, which in turn lead to rational decisions within the participants. This can be seen as a form of mutual communication.
Off the Grid
(2018)
This research explores the merit of alternative arrangements of cultural artifacts to expose the aesthetic abundance of a cultural collection. The conventional display of museum objects in online interfaces tends to neglect the physical gestalt of the collection. For example, coins typically end up in tabular grids of thumbnail pages in online collections mimicking their rigid placement in storage drawers of a depot and glass cabinets in exhibitions. The overall aim behind this research was to devise visualizations that do justice to the material and semantic richness of an entire collection, while providing a casual mode of access that is inviting to people with no background in numismatics. To do this, we undertook an iterative design process, which involved a close collaboration with numismaticians and playful ideation with actual coins. Carefully negotiating expert knowledge and lay curiosity, the resulting visualization represents the collection’s dimensions using thousands of thumbnails as visual data points. The coins can be arranged into various layouts such as piles representing, for example, metal types, or streams visualizing the ebb and flow of coins over the centuries. In the interface, one can play with the coins in a manner that would be unthinkable in a physical exhibition and that has not been tried in a digital display. The article reports on the overall research and design process of this project, the resulting interface concept and prototype, and the feedback received during two evaluations.
Photography in the digital
(2018)
Photography in the digitally created or digitized reality is an everyday activity that is rarely discussed in the context of photographic debates. This refers to practices such as in-game photography or, simpler yet, the screenshot. The paper focuses on their history, the specific status and materiality of these images of screens. Their (hi)story begins with screen image photography of measured data on cathode ray tubes and the photographic capture of x-ray screens. Screenshots and in-game photography can be seen throughout this context but they are cameraless and can therefore be understood and discussed within a long history of experimental photographic practices. Should we speak here at all of photography? If so, what is their photographic specificity? Which image of reality do they provide us?
Shifted Maps
(2018)
We present a hybrid visualization technique that integrates maps into network visualizations to reveal and analyze diverse topologies in geospatial movement data. With the rise of GPS tracking in various contexts such as smartphones and vehicles there has been a drastic increase in geospatial data being collect for personal reflection and organizational optimization. The generated movement datasets contain both geographical and temporal information, from which rich relational information can be derived. Common map visualizations perform especially well in revealing basic spatial patterns, but pay less attention to more nuanced relational properties. In contrast, network visualizations represent the specific topological structure of a dataset through the visual connections of nodes and their positioning. So far there has been relatively little research on combining these two approaches. Shifted Maps aims to bring maps and network visualizations together as equals. The visualization of places shown as circular map extracts and movements between places shown as edges, can be analyzed in different network arrangements, which reveal spatial and temporal topologies of movement data. We implemented a web-based prototype and report on challenges and opportunities about a novel network layout of places gathered during a qualitative evaluation.
Climate change severely affects Alpine regions. Adaptation to climate change is needed in order to deal with these impacts, but the implementation of national adaptation strategies is inhibited by multiple obstacles. Regional strategic frameworks are just emerging, adaptation is of little priority to local agendas and policy mainstreaming is limited on all administrative levels. This paper provides a better understanding of the governance of adaptation to climate change in Switzerland, an example of a federal system with a strong focus on subnational levels and multilevel governance. We conceptualize governance as a network of policies, measures, actors and knowledge, and visualize their interactions using D3.js, a data-driven JavaScript library. The findings illustrate the typical division of labour in federal multilevel governance systems. The national level provides a strategic framework and funding and conducts coordinating measures at subnational levels, especially the local-level implementation of concrete measures. Conducting comparable mappings for other countries would allow interesting comparisons and insights into common barriers and opportunities to adaptation to climate change.
From object to process
(2019)
One of the most difficult tasks today is trying to grasp the presence of computing. The almost ubiquitous and diverse forms of networked computers (in all their stationary, mobile, embedded, and autonomous modes) create a nearly overwhelming complexity. To speak of what is here evading and present at the same time, the paper proposes to reconsider the concept of interface, its historical roots, and its heuristic advantages for an analysis and critique of the current and especially everyday spread of computerization.
The question of interfaces leads to isolable conditions and processes of conduction, as well as to the complexity of the cooperation formed by them. It opens both an investigative horizon and a mode of analysis, which always asks for further interface levels involved in the phenomenon I am currently investigating. As an example, the paper turns to the displacement of the file with the launch of the iPhone in 2007 and its comeback in 2017 with the “Files” apps.
Both developments are profoundly related to the establishment of computers as permanently networked machines, whereby their functionality, depresentations, and ideology come into focus.
The University of Applied Sciences FH Potsdam is known for its wide-ranging design education: Product and communications designers have been trained here since 1992, interface designers since 2003. In order to highlight the potentials as well as the difficulties and limitations of inquiry-based learning in the discipline of design, several design professors from the department who had already implemented inquiry-based learning in their teaching practice were invited to a discussion in August of 2015.
Our Symbiotic Life
(2019)
We will explore four plausible futures and experiment on a speculative approach to investigate "wicked problems" [14]. Grounded in the field of design fiction, this work combines insights from the climate impact research community, technology meta trends, and plant science, all of which work as a basis for the exploration of relationships between humans, plants, and technology. Based on scenarios from the climate impact research community, we prototyped four plausible worlds and visualized exemplary scenes in the daily life of the plausible citizens. Sketching and low-fidelity prototyping supported the process of gaining knowledge and iterating on storytelling.
Creativity is a crucial factor in finding novel and useful visualization and interaction techniques, but its emergence is contingent on the right conditions. The focus of visualization research has traditionally been on techniques, and to a lesser degree on the process of creating them with domain experts and end users. This paper focuses on the collaborative design of visualizations for information seeking and knowledge management. The difficult, yet common challenge in any visualization project is to find meaningful visual representations and useful interaction techniques to carry out complex analysis tasks. The unique difficulty for preparing co-design activities for visualization lies in the gap between the abstract nature of data and the concrete form of visual representations. To bridge this gap, our co-design framework for visualization places particular emphasis on actors, activities, and artifacts as categories that expand the focus of visualization design beyond the traditional triad of users, tasks, and data. Drawing from general co-design principles, the framework is developed and validated during the course of two case studies in the context of information management systems and library collection databases. Based on observed patterns during the case studies, practical tactics provide advice on carrying out co-design in information visualization.
Von Januar 2017 bis März 2019 haben wir, Constanze Langer und Frank Hartmann aus dem Fachbereich Design und Antje Michel aus dem Fachbereich Informationswissenschaften im Rahmen des durch den Stifterverband und die Carl-Zeiss-Stiftung geförderten Curriculumentwicklungsprojekts „Design 0815“ zusammengearbeitet. Ein wesentliches Ziel bestand in der Integration von relevanten Kompetenzen in die Curricula der Design Studiengänge, welche die Studierenden auf die digital geprägten Arbeitswelten von morgen bestmöglich vorbereiten. Dabei wurde der Fokus auf die Stärkung der digitalen Kompetenz und Datenkompetenz (Digital / Data Literacy) sowie auf Problemlösungsstrategien (Problem Solving Strategies) gelegt. Im Projekt wurden außerdem Methoden und Formate zur Gestaltung eines partizipativen Curriculum-Entwicklungsprozesses entwickelt. Zudem wurde am Beispiel der Studiengänge am Fachbereich Informationswissenschaften ermittelt, inwiefern sich die erarbeiteten Lehrkonzepte und Methoden der Curriculum-Entwicklung für die Weiterentwicklung anderer Studiengänge der Hochschule übertragen und nutzen lassen.
Effective use of data is an essential asset to modern cities. Visualization as a tool for analysis, exploration, and communication has become a driving force in the task of unravelling our complex urban fabrics. This paper outlines the findings from a series of three workshops from 2018-2020 bringing together experts in urban data visualization with the aim of exploring multidisciplinary perspectives from the human-centric lens. Based on the rich and detailed workshop discussions identifying challenges and opportunities for urban data visualization research, we outline major human-centric themes and considerations fundamental for CityVis design and introduce a framework for an urban visualization design space.
The Public Life of Data
(2021)
This research investigates how people engage with data visualizations when commenting on the social platform Reddit. There has been considerable research on collaborative sensemaking with visualizations and the personal relation of people with data. Yet, little is known about how public audiences without specific expertise and shared incentives openly express their thoughts, feelings, and insights in response to data visualizations. Motivated by the extensive social exchange around visualizations in online communities, this research examines characteristics and motivations of people’s reactions to posts featuring visualizations. Following a Grounded Theory approach, we study 475 reactions from the /r/dataisbeautiful community, identify ten distinguishable reaction types, and consider their contribution to the discourse. A follow-up survey with 168 Reddit users clarified their intentions to react. Our results help understand the role of personal perspectives on data and inform future interfaces that integrate audience reactions into visualizations to foster a public discourse about data.
I/O Bits
(2021)
We present I/O Bits, a prototype personal informatics system that explores the potential for user-driven and situated self-tracking. With simple tactile inputs and small e-paper visualizations, I/O Bits are dedicated physical devices that allow individuals to track and visualize different kinds of personal activities in-situ. This is in contrast to most self-tracking systems, which automate data collection, centralize information displays, or integrate into multi-purpose devices like smartwatches or mobile phones. We report findings from an e-paper visualization workshop and a prototype deployment where participants constructed their own I/O Bits and used them to track a range of personal data. Based on these experiences, we contribute insights and opportunities for situated and user-driven personal informatics.
Nachtalb
(2021)
Nachtalb is an immersive interface that enables brain-to-brain interaction using multisensory feedback. With the help of the g.tec Unicorn Hybrid Black brain-computer-interface (BCI), brain-activity-data is measured and translated visually with the Oculus Quest 2, tactilely with the bHaptics TactSuit and auditorily with 3D Sound. This intends to create a feedback loop that turns brain activity from data-input into sensory output which directly influences the brain activity data-input again.
Resilienz urbaner Quartiere
(2021)
Resilienz und Transformation urbaner Quartiere ist das Thema des Forschungsprojekts, das die Studierenden des 4. Jahrgangs im Masterstudiengang Urbane Zukunft an der Fachhochschule Potsdam im Sommersemester 2020 bearbeiteten. Resilienz bezeichnet die Fähigkeit eines komplexen Systems, trotz massiver Störungen wieder in den Ausgangszustand zurückzukehren oder einen neuen Systemzustand zu etablieren, der gegenüber dem Ausgangszustand ein sogar verbessertes Systemverhalten aufweist. Was sollte bei der Planung und Realisierung eines neuen Stadtquartiers berücksichtigt werden, damit es sich resilient und somit auch langfristig anpassungsfähig an klimatische, demographische und infrastrukturelle Veränderungen erweist? Die Studierenden erforschen diese Frage mit vielfältigen designspezifischen und wissenschaftlichen Methoden im Kontext eines neuen städtischen Entwicklungsgebietes: Das Neue Gartenfeld - aktuell noch eine von Kanälen umgebene Industriebrache in Berlin-Spandau. Hier soll zukünftig ein nachhaltiges, smartes und lebenswertes Quartier für ca. 8.000 Menschen entstehen. Das Ergebnis unseres Projekts sind Handlungs- oder Gestaltungsvorschläge zu den Schwerpunkten: Regenwassermanagement, Wasserinfrastruktur, Aneignung des öffentlichen Raums und die gesunde Stadt.
Dieses kleine Buch stellt dir Grammatikthemen auf dem Niveau A1 bis B2 in vier Kapiteln vor: Wortarten, Deklination, Steigerung und Konjugation. Jede Seite bietet eine kompakte Erklärung und verschiedene Beispiele zu einer bestimmten Struktur, die zum Lernen oder Nachschlagen geeignet sind. Das Besondere an diesem Buch ist, dass Schrift und Zeichen als einheitliches visuelles System verwendet werden, um für DaF Lernende relevante morphologische und grammatikalische Merkmale sichtbar zu machen. Diese visuelle Unterstützung soll dir dabei helfen, die Struktur im Fokus zu verstehen und ihre Merkmale zu merken.
Diethelm Koch : Skulptur
(2002)
DESIGN KOSMOS
(2017)
gehen
(2012)
Tagebuch
(1992)
mæve – An Interactive Tabletop Installation for Exploring Background Information in Exhibitions
(2009)
This paper introduces the installation mæve: a novel approach to present background information in exhibitions in a highly interactive, tangible and sociable manner. Visitors can collect paper cards representing the exhibits and put them on an interactive surface to display associated concepts and relations to other works. As a result, users can explore both the unifying themes of the exhibition as well as individual characteristics of exhibits. On basis of metadata schemata developed in the MACE (Metadata for Architectural Contents in Europe) project, the system has been put to use the Architecture Biennale to display the entries to the Everyville student competition.
User Activity Display
(2009)
Our project is a system to express emotions and record them on a long-term basis. In contrast to a lot of the research in the field of affective computing our project is not dedicated to enable machines to detect human emotions but to allow new input methods. This demo presents 'MyInnerLife', a physical input device to express and record emotions non-verbally.
Erinnerungsland
(2009)
Wanderungen durch die Mark
(2015)
We are not going back
(2006)
Die eingefrorene Zeit
(2010)
Die Kuppel als medialer Raum
(2013)
Anschauung
(2013)
knipsen
(2014)
Design ist Bedeutungsarbeit
(2010)
Nachhaltigkeit?
(2011)
Anhand verschiedener Beispiele aus der Gegenwart und der Vergangenheit wird deutlich, in welcher Weise das Design von Konsumgegenständen und Kommunikationsmitteln notwendige Zeichensysteme für die Herausbildung und die Dynamik von sozialen Milieus als Werte-, Lebensstil- und Deutungsgemeinschaften liefert. Neben vielem anderen dient Design im Zusammenhang mit Individualisierungs- und Integrationsbemühungen der Menschen unter den Bedingungen des Massenkonsums der Selbstvergewisserung und Kommunikation von handlungssteuernden Werten, anhand derer Milieugrenzen für Gruppenmitglieder markierbar aber auch überwindbar werden. Mit Blick in die Geschichte unter besonderer Berücksichtigung der Moderne und Postmoderne wird in diesem Zusammenhang auf Kontinuitäten und Neuerungen hingewiesen.
Die Welt der Alten
(2012)
Design und Moral
(2012)
Glatte Welt
(2013)
Die Mitwirkung von Design an der Herausbildung neuer Lebensformen besteht also vor allem darin, im Zuge technologischer, ökonomischer, sozialstruktureller, politischer, weltanschaulicher und kultureller Entwicklungsprozesse ein sich ständig wandelndes und erweiterndes Repertoire an Ausstattungsmöglichkeiten für soziale Rollen zu liefern und dabei sehr sensibel mit der Gestalt von Produkten und Kommunikationsmitteln eine Kaskaden von Deutungsangeboten zu befeuern. Angebote spielerischer Vervielfachung der Deutungscodes erscheinen dabei besonders erfolgreich zu sein, weil sie das allgemeine Bedürfnis nach mehr und differenzierteren Möglichkeiten eines verinnerlichten und narzisstischen Welterlebens bedienen.
Zwischen Menschen und Dingen
(2015)
Design ist zu einem vielgestaltigen, farbenfrohen Gewebe gewachsen, welches die gesamte Gesellschaft durchwirkt und allgegenwärtig beiläufig durchschimmert oder auch kraftvoll aufleuchtet. Der Bedarf nach gestalterischer Differenzierung von Produkten ist vor allem in zweierlei Hinsicht geradezu explodiert. Zum einen bringt die technische Entwicklung zunehmend komplexe Systeme hervor, deren Zugang sich nur über klug geplante Zeichenzusammenhänge und Interaktionsformen erschließt. Sieht man sich etwa Fahrkartenautomaten oder Oberflächen von Computersoftware an, wird offenbar, wie viel hier noch zu tun ist. Das Design von Produkten und Kommunikationsmitteln schafft eine lebendige Vermittlung zwischen der Technik und den Menschen, indem es mehr oder weniger zielgenau wahrnehmbare Formen der Objekte anbietet, die bei den Rezipienten und Nutzern das Entstehen von Bedeutungen veranlassen. Es entsteht eine spezifische Koppelung zwischen Menschen und Dingen und damit zwischen Menschen und Menschen vermittels der Dinge. Zum anderen liegt in der wachsenden und zunehmend differenzierten Bedeutsamkeit der Dinge – insbesondere der Konsumgüter, Marken und Kommunikationsmittel – für die Verständigung der Menschen untereinander, ein Grund für die expandierende Nachfrage nach Design. In Wechselwirkung mit der Entwicklung der Kommunikationsmedien erweitern und verfeinern sich die sozialkommunikativen Ansprüche der Menschen an die Welt der Produkte, Marken und Kommunikationsmittel immer mehr.
Verheißung von Luxus
(2017)
Räume haben einen wesentlichen Einfluss auf Innovation und Arbeitsleistung ihrer Nutzer. In sieben Thesen skizzieren die Autoren das Verhältnis von Raum und Innovation. Ihre Zusammenstellung liefert wertvolle Anhaltspunkte
und Anregungen, wie dieser Spannungsbogen zum Wohle aller Beteiligten genutzt werden kann.
Die Dauerausstellung
(2015)
TRIAD Berlin Gründer und Geschäftsführer Lutz Engelke setzt sich in seinem Beitrag für das im Schäffer-Poeschel Verlag erschienene Handbuch Organisationen klug gestalten mit Innovationsfähigkeit und Kreativitätsmanagement in Unternehmen auseinander. Die Frage, ob sich Kreativität überhaupt managen lässt, ist Lutz Engelke zufolge "...so komplex wie eine Mondlandung...". Der Beitrag zeigt auf, mit welcher Haltung Unternehmen Innovationen fördern und wie die konkrete methodische Umsetzung aussehen kann. "Mehr Fantasie wagen", sollte das Credo jeder Organisation sein.
Forschendes Lernen im Design
(2017)
Merkwert Marke
(2013)
Städte und ihre Zeichen
(2015)
Helsinki wird bunt!
(2010)
Nach Turin im Jahre 2008 und Seoul 2010 ernannte der International Council of Societies of Industrial Design Helsinki zur World Design Capital 2012. Warum ausgerechnet Helsinki? Was zeichnet eine Weltdesignhauptstadt überhaupt aus? Teemu Suviala vom Studio Kokoro & Moi hat das Corporate Design für WDC Helsinki gestaltet - so bunt wie die Designszene dort.
Drag-and-drop cognition
(2015)
We present a newly developed graphical user interface, which allows researchers to create models of complex societal decision-making in a user-friendly manner without being required to program. The software tool is based on InnoMind, an agent-based model that implements theories of emotional cognition from cognitive science. We show the current work in progress and outline the near-term goals of the software development project.
Experimentelle Gestaltung
(2015)
We created a pixel map for multivariate data based on an analysis of the needs of network security engineers. Parameters of a log record are shown as pixels and these pixels are stacked to represent a record. This allows a broad view of a data set on one screen while staying very close to the raw data and to expose common and rare patterns of user behavior through the visualization itself (the "Carpet"). Visualizations that immediately point to areas of suspicious activity without requiring extensive filtering, help network engineers investigating unknown computer security incidents. Most of them, however, have limited knowledge of advanced visualization techniques, while many designers and data scientists are unfamiliar with computer security topics. To bridge this gap, we developed visualizations together with engineers, following a co-creative process. We will show how we explored the scope of the engineers' tasks and how we jointly developed ideas and designs. Our expert evaluation indicates that this visualization helps to scan large parts of log files quickly and to define areas of interest for closer inspection.
Culturegraphy visualizes cultural information exchange over time. Treating cultural works as nodes and influences as directed edges, the visualization of these cultural networks can provide new insights into the rich interconnections of cultural development. The graphics represent complex relationships of movie references by combining macro views summarizing 100 years of movie influences with micro views providing a close-up look at the embedding of individual movies. The macro view shows the rise of the self-referential character of postmodern cinema, while the micro level illustrates differences between individual movies, when they were referenced and by whom. The visualizations provide views that are closer to the real complexity of the relationships than aggregated views or rankings could do.