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Design Research Seminar Syllabus, 2020
Building upon the pilot projects developed with support from the Brown OVPR SEED program, the Bro... more Building upon the pilot projects developed with support from the Brown OVPR SEED program, the Brown Design Workshop, and the Humanity Centered Robotics Initiative, and featured in the attached report, we will endeavor to develop subsequent iterations of these projects, building working prototypes that further elaborate on these concepts, with the hope of producing peer reviewed materials that document the work.
Papers by Ian Gonsher
Interactions, Jun 27, 2018
Proceedings of the Future Technologies Conference (FTC) 2021, Volume 1, 2021
IEEE Computer Graphics and Applications, 2017
During the creative process, designers use various techniques and strategies to move from the abs... more During the creative process, designers use various techniques and strategies to move from the abstract to the concrete, utilizing different physical and virtual means to represent form. The changes between virtual and physical models are not always fluent, however. Differential 3D scanning can detect the differences between a scanned model (point cloud) and a reference model (polygon mesh or CAD model) and then reflect those changes in the reference model. This can save designers time by reconstructing only the small changed regions rather than the entire object.
In this paper, we discuss the development of prototypes for remote communication and collaboratio... more In this paper, we discuss the development of prototypes for remote communication and collaboration that apply large, mobile screens to immersive and embodied telepresence experiences. We discuss several prototypes being developed by our design research team. The first, the Large Screen Mobile Telepresence Robot gives users the ability to embody the robot at nearly full human scale, and to move about in a remote environment. The second, the Mixed Reality Window, uses both forward facing and rear facing cameras and screens, at human scale, to create a passthrough effect, which can be augmented and overlaid with additional visual content, while also offering both forward facing and rear facing perspectives to remote users in non-contiguous spaces. We also discuss prior work in the development of Situated Robots, which employ projection onto the build environment, as well as speculative designs for future work that integrate mobile large screens into the built environment.
RISD Digital Commons, 2015
The ethical question is also a design question: What kind of game should we choose to play? There... more The ethical question is also a design question: What kind of game
should we choose to play? There are certainly times when a zero
sum strategy is appropriate and necessary, but these situations are
probably far rarer than most people assume. When we eschew zero
sum bias, new possibilities emerge beyond the constraints we’ve
accepted to be immutable. A critique of zero sum bias is therefore
the necessary starting point for reframing the game.
Our ethics are grounded in how we orient ourselves toward the
mutability of constraints. Constraints determine the stakes, and the
kinds of strategies used to play the game. A game can play out
within the established constraints, or a game can play out beyond
the established constraints.
Teaching Documents by Ian Gonsher
Positive Sum Design is a critique of zero-sum bias, and the application of design methods that se... more Positive Sum Design is a critique of zero-sum bias, and the application of design methods that seek to expand value for all stakeholders.
Your assignment is to take a familiar, prosaic material – cardboard - and transmute it into somet... more Your assignment is to take a familiar, prosaic material – cardboard - and transmute it into something of extraordinary value, transcending expectations of the material.
With so much of our lived experience mediated by screens these days, and new norms around shared ... more With so much of our lived experience mediated by screens these days, and new norms around shared space emerging in response to COVID19, we have the opportunity to design new technologies that address this shift. For our Design Research Project, we will be working on the next iteration of the Augmented Reality Window.
Our current prototype, which we will develop further collaboratively as a class, has both a forward facing camera, which displays on a backward facing screen, and a backward facing camera which displays on a frontward facing screen, producing the effect of looking through a window. From both sides viewers can see to the other side. This gives us the opportunity to overlay this “window” with interactive images, as one might see when one uses an AR app on a screen or tablet. The whole structure is on wheels, which allows it to be moved easily around the space.
By working at this “architectural scale,” and drawing on the formal languages of furniture, we will develop new ways of augmenting reality that are situated in the built environment. This allows us to explore user experiences that take AR off the body (e.g. Google Glass or Oculus) and place it in the environment, incorporating it directly into the things that are always already around us (e.g. furniture).
We will develop new software applications for the Augmented Reality Window, as we design, prototype, and test the hardware.
This introduction to Design Fiction serves as our introduction to the class fro the fall 2020 sem... more This introduction to Design Fiction serves as our introduction to the class fro the fall 2020 semester of CSCI1951C Designing Humanity Centered Robots.
Design Research Seminar Syllabus, 2020
Building upon the pilot projects developed with support from the Brown OVPR SEED program, the Bro... more Building upon the pilot projects developed with support from the Brown OVPR SEED program, the Brown Design Workshop, and the Humanity Centered Robotics Initiative, and featured in the attached report, we will endeavor to develop subsequent iterations of these projects, building working prototypes that further elaborate on these concepts, with the hope of producing peer reviewed materials that document the work.
Interactions, Jun 27, 2018
Proceedings of the Future Technologies Conference (FTC) 2021, Volume 1, 2021
IEEE Computer Graphics and Applications, 2017
During the creative process, designers use various techniques and strategies to move from the abs... more During the creative process, designers use various techniques and strategies to move from the abstract to the concrete, utilizing different physical and virtual means to represent form. The changes between virtual and physical models are not always fluent, however. Differential 3D scanning can detect the differences between a scanned model (point cloud) and a reference model (polygon mesh or CAD model) and then reflect those changes in the reference model. This can save designers time by reconstructing only the small changed regions rather than the entire object.
In this paper, we discuss the development of prototypes for remote communication and collaboratio... more In this paper, we discuss the development of prototypes for remote communication and collaboration that apply large, mobile screens to immersive and embodied telepresence experiences. We discuss several prototypes being developed by our design research team. The first, the Large Screen Mobile Telepresence Robot gives users the ability to embody the robot at nearly full human scale, and to move about in a remote environment. The second, the Mixed Reality Window, uses both forward facing and rear facing cameras and screens, at human scale, to create a passthrough effect, which can be augmented and overlaid with additional visual content, while also offering both forward facing and rear facing perspectives to remote users in non-contiguous spaces. We also discuss prior work in the development of Situated Robots, which employ projection onto the build environment, as well as speculative designs for future work that integrate mobile large screens into the built environment.
RISD Digital Commons, 2015
The ethical question is also a design question: What kind of game should we choose to play? There... more The ethical question is also a design question: What kind of game
should we choose to play? There are certainly times when a zero
sum strategy is appropriate and necessary, but these situations are
probably far rarer than most people assume. When we eschew zero
sum bias, new possibilities emerge beyond the constraints we’ve
accepted to be immutable. A critique of zero sum bias is therefore
the necessary starting point for reframing the game.
Our ethics are grounded in how we orient ourselves toward the
mutability of constraints. Constraints determine the stakes, and the
kinds of strategies used to play the game. A game can play out
within the established constraints, or a game can play out beyond
the established constraints.
Positive Sum Design is a critique of zero-sum bias, and the application of design methods that se... more Positive Sum Design is a critique of zero-sum bias, and the application of design methods that seek to expand value for all stakeholders.
Your assignment is to take a familiar, prosaic material – cardboard - and transmute it into somet... more Your assignment is to take a familiar, prosaic material – cardboard - and transmute it into something of extraordinary value, transcending expectations of the material.
With so much of our lived experience mediated by screens these days, and new norms around shared ... more With so much of our lived experience mediated by screens these days, and new norms around shared space emerging in response to COVID19, we have the opportunity to design new technologies that address this shift. For our Design Research Project, we will be working on the next iteration of the Augmented Reality Window.
Our current prototype, which we will develop further collaboratively as a class, has both a forward facing camera, which displays on a backward facing screen, and a backward facing camera which displays on a frontward facing screen, producing the effect of looking through a window. From both sides viewers can see to the other side. This gives us the opportunity to overlay this “window” with interactive images, as one might see when one uses an AR app on a screen or tablet. The whole structure is on wheels, which allows it to be moved easily around the space.
By working at this “architectural scale,” and drawing on the formal languages of furniture, we will develop new ways of augmenting reality that are situated in the built environment. This allows us to explore user experiences that take AR off the body (e.g. Google Glass or Oculus) and place it in the environment, incorporating it directly into the things that are always already around us (e.g. furniture).
We will develop new software applications for the Augmented Reality Window, as we design, prototype, and test the hardware.
This introduction to Design Fiction serves as our introduction to the class fro the fall 2020 sem... more This introduction to Design Fiction serves as our introduction to the class fro the fall 2020 semester of CSCI1951C Designing Humanity Centered Robots.