Category: research and theory.

  • 29FebImpossible things? Negative Capability and the Creative Imagination

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    I came across an intriguing paper written by Professor Irene McAra-McWilliam, researcher that I admire. She reviews the history and contemporary understanding of the concepts of creativity and the imagination, referring to poetry and visualization to explore the role of the imagination, and to reflect on the concept of creativity.

    Excerpt from her paper
    I challenge the popular view of the Romantic poet as “mad, bad and dangerous to know”, and propose instead that these artists were committed to the project of understanding the creative imagination and being attentive to its modes of operation. Indeed many of their poems, such as Coleridge’s Kubla Khan (Coleridge, 1996, pp. 229-231), are expressions of their research. The Romantic project can be seen therefore as an attempt to understand the creative imagination through its own operation, and to articulate this in artistic expression. Poets such as Wordsworth and Coleridge were interested in how we see the world, and they proposed that the first act of the imagination was perception itself.

    Summary offered by the Creativity or conformity conference:

    Using examples from art, psychology and science, she illustrates a number of ways in which we have ‘imagined the imagination’. She proposes that education, with its increasing reliance on the jargon and practices of business and bureaucracy, has lost sight of its central role in developing the Keatsian concept of a ‘negative capability’ which is the basis of creativity: Negative capability, that is when man is capable of being in uncertainties, Mysteries, doubts, without any irritable reaching after fact and reason.

    This ‘negative capability’ is the ability to deal positively with complexity, paradox, and ambiguity in processes which have uncertain contexts and outcomes. This capacity is increasingly of value in a world in which the contexts and fields of operation of academic disciplines, governments and businesses is expanding. Indeed, industry, whose leaders work within ‘wicked environments’ characterized by increasing complexity and change, is recognizing and rewarding this ability.

    Professor McAra-McWilliam proposes that the current educational milieu, with its ‘final vocabularies’ of business and bureaucracy, is placing a relatively higher value on positive capabilities which lend themselves to measurement. Students’ and teachers’ negative capabilities are thereby marginalized or excluded, along with their ways of thinking and making, and their languages of expression.

    She suggests that current educational models are driven by inadequate and outdated models of business which focus exclusively on productivity and results while, ironically, industry and management research is increasingly defining negative capability as essential to innovation in uncertain business environments. The presentation concludes by offering some insights into research practice in art and design as a means to reaffirm the role of education in the development of negative capability, and in imagining solutions to ‘impossible things’.

    Posted by Cati Vaucelle @ Architectradure
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  • 13FebPeople and Prototypes



    Paper prototyping—in very early, sketch-based prototypes like these, designers can still simulate the user experience (note the use of the smaller post-it to represent a pull-down menu), but ineffective solutions can simply be placed in the recycling bin.

    Designing interactions is regularly offering chapters to download. Right now one of my favorite chapter, People and Prototypes, is up!

    Posted by Cati Vaucelle

    Architectradure

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  • 06JanTherapeutic objects

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!

    Having researched and designed haptic devices to support psychotherapeutic treatments, I am fascinated by French designer 🙂 Mathieu Lehanneur’s work on therapeutic objects he conceived with psychiatric consultants: Bernard Lachaux, Patrick Lemoine and model makers: Alban Danguy des Deserts. These objects are part of the permanent collection of the MOMA, NYC.

    He proposes a series of objects not only as an attempt to bring design into the medical sphere, but essentially to design medications from the perspective of the patient and his/her illness relationship.

    His scenario envisions: the placebo effect, a participation of the patient in his/her treatment, making the medication a communicative and sensory object, debating on the mechanistic approach of modern pharmacology, playing on emotions of attraction, desire, fear and repulsion towards a device or a particular form using gestures, usage practices and rituals.



    Therapeutic felt-tip pen, 2001.

    This analgesic for chronic pain is a systemic medication, which acts on all symptoms together. All that is required is to write on the painful area of the body each day and to remove the used cartridge at the end of each day. This transdermal product is coupled with a user-friendly ink that disappears after several minutes.

    The Third Lung, 2001.

    This project consists of a base treatment for asthma. The patient who refuses to accept his illness will reject even more the idea of taking medication unnecessary. The idea behind this therapeutic object is to establish a relationship of dependence.

    But in this case the medication is dependent on the patient. Between two doses, the volume of the medication increases, this displaying its own physiological problem and indicating to the patient the urgency of taking the medication. Once the dose is administered, the volume decreases and returns to its normal level, only to expand once again until the next dose is administered.



    The First Mouthful

    Posted by Cati Vaucelle

    Architectradure


  • 06JanTherapeutic objects

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!

    Having researched and designed haptic devices to support psychotherapeutic treatments, I am fascinated by French designer 🙂 Mathieu Lehanneur’s work on therapeutic objects he conceived with psychiatric consultants: Bernard Lachaux, Patrick Lemoine and model makers: Alban Danguy des Deserts. These objects are part of the permanent collection of the MOMA, NYC.

    He proposes a series of objects not only as an attempt to bring design into the medical sphere, but essentially to design medications from the perspective of the patient and his/her illness relationship.

    His scenario envisions: the placebo effect, a participation of the patient in his/her treatment, making the medication a communicative and sensory object, debating on the mechanistic approach of modern pharmacology, playing on emotions of attraction, desire, fear and repulsion towards a device or a particular form using gestures, usage practices and rituals.



    Therapeutic felt-tip pen, 2001.

    This analgesic for chronic pain is a systemic medication, which acts on all symptoms together. All that is required is to write on the painful area of the body each day and to remove the used cartridge at the end of each day. This transdermal product is coupled with a user-friendly ink that disappears after several minutes.

    The Third Lung, 2001.

    This project consists of a base treatment for asthma. The patient who refuses to accept his illness will reject even more the idea of taking medication unnecessary. The idea behind this therapeutic object is to establish a relationship of dependence.

    But in this case the medication is dependent on the patient. Between two doses, the volume of the medication increases, this displaying its own physiological problem and indicating to the patient the urgency of taking the medication. Once the dose is administered, the volume decreases and returns to its normal level, only to expand once again until the next dose is administered.



    The First Mouthful

    Posted by Cati Vaucelle

    Architectradure


  • 01AugVideo modeling

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    Two papers on video modeling. One for pretend play with toys, one for perspective taking, both for autism. Video modeling is a way for children to observe, imitate and learn the skills and behaviors of their peers.

    Using video modeling and reinforcement to teach perspective-taking skills to children with autism by Linda A LeBlanc, Andrea M Coates, Sabrina Daneshvar, Marjorie H Charlop-Christy, Caroline Morris, and Blake M Lancaster (2003)

    Abstract

    We evaluated video modeling and reinforcement for teaching perspective-taking skills to 3 children with autism using a multiple baseline design. Video modeling and reinforcement were effective; however, only 2 children were able to pass an untrained task, indicating limited generalization. The findings suggest that video modeling may be an effective technology for teaching perspective taking if researchers can continue to develop strategies for enhancing the generalization of these new skills.

    Paper

    Using video modeling to teach pretend play to children with autism by Rebecca MacDonald, Michelle Clark, Elizabeth Garrigan, Madhuri Vangala.

    Abstract

    Children with autism often fail to develop the rich repertoires of pretend play seen in typically developing children. Video modeling is a teaching methodology that has been shown to produce rapid acquisition of a variety of skills in children with autism. The purpose of the present study was to use video modeling to teach thematic pretend play skills to two preschool children with autism. Scripted play scenarios involving up to 17 verbalizations and 15 play actions by toy figurines were videotaped using adult models. A multiple probe design within child across play sets was used to demonstrate experimental control. Children were shown the video model two times and no further prompting or reinforcement was delivered during training. Results indicated that both children acquired the sequences of scripted verbalizations and play actions quickly and maintained this performance during follow-up probes. These findings are discussed as they relate to types of play and the development of extended play repertoires in young children with autism

    Paper


  • 31JulThe next UI breakthrough, physicality?

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!



    The Design of Future Things by Donald A. Norman

    A discussion by Donald A. Norman on the passage from Graphical User Interfaces, especially command line based, to Tangible User Interfaces, in particular motion based interfaces.

    Introduction

    In my previous column I discussed the reemergence of command line language. Once these were the ways we used our operating systems and applications. Now they are reemerging within search engines. They are hidden and not easy to learn about, but I expect them to grow in power and, over time, become the dominant means of interaction.

    In this column I will talk about a second trend, one that also has much earlier origins: the return to physical controls and devices. In the theoretical fields that underlie our field, this is called embodiment: See Paul Dourish’s book, Where the Action Is. But the trend is far more extensive than is covered by research on tangible objects, and somewhat different from the philosophical foundations implied by embodiment, so I use the term “physicality.”

    Physicality: the return to physical devices, where we control things by physical body movement, by turning, moving, and manipulating appropriate mechanical devices.

    Reference

    Norman, D. A. 2007. The next UI breakthrough, part 2: physicality. interactions 14, 4 (Jul. 2007), 46-47.

    Column on Command Line Interfaces available online

    Full paper available at the ACM digital library


  • 31JulThe next UI breakthrough, physicality?

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!



    The Design of Future Things by Donald A. Norman

    A discussion by Donald A. Norman on the passage from Graphical User Interfaces, especially command line based, to Tangible User Interfaces, in particular motion based interfaces.

    Introduction

    In my previous column I discussed the reemergence of command line language. Once these were the ways we used our operating systems and applications. Now they are reemerging within search engines. They are hidden and not easy to learn about, but I expect them to grow in power and, over time, become the dominant means of interaction.

    In this column I will talk about a second trend, one that also has much earlier origins: the return to physical controls and devices. In the theoretical fields that underlie our field, this is called embodiment: See Paul Dourish’s book, Where the Action Is. But the trend is far more extensive than is covered by research on tangible objects, and somewhat different from the philosophical foundations implied by embodiment, so I use the term “physicality.”

    Physicality: the return to physical devices, where we control things by physical body movement, by turning, moving, and manipulating appropriate mechanical devices.

    Reference

    Norman, D. A. 2007. The next UI breakthrough, part 2: physicality. interactions 14, 4 (Jul. 2007), 46-47.

    Column on Command Line Interfaces available online

    Full paper available at the ACM digital library