Peter Dalsgaard - Profile on Academia.edu (original) (raw)
Papers by Peter Dalsgaard
Time and its Study in Design Ideation Processes
Adjunct Proceedings of the 2022 Nordic Human-Computer Interaction Conference
DRS2018: Catalyst
Designers have a broad range of digital and analoge idea management tools at their disposal. We k... more Designers have a broad range of digital and analoge idea management tools at their disposal. We know that designers have individual preferences for different tools, but we know very little about why this is, and which practices designers accomplish using different tools. This paper presents the results of an interview study with 16 professional designers, where we investigate the tools, designers use to manage their early stage creative ideas. The study reveals three perceived challenges for designers working with existing idea management tools. These challenges are: 1: Idea management tools are rigid in capture medium, 2: Idea management tools offer inflexible interfaces and representations, and 3: Idea management tools focus mainly on ideas, not ideation. We interpret the findings into operational examples of how builders of novel tools might embrace these challenges in the development of nextgeneration idea management tools.
Knowledge-creation Processes in Crafts-based HCI Research
Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society, 2020
Crafts-based approaches in Human-Computer Interaction (HCI) blend analog crafts and materials wit... more Crafts-based approaches in Human-Computer Interaction (HCI) blend analog crafts and materials with digital technologies. In addition to introducing novel ways of creating artifacts, they also present us with alternative modes of inquiry and knowledge creation but we still lack frameworks for understanding the forms of knowledge created through them. We therefore introduce a sympoietic framework for articulating and analyzing knowledge generation in crafts-based research projects in HCI, which integrates concepts from craft theory with HCI. The framework extends from knowledge processes in the making of an artifact to encompass the wider research process. This includes processes that occur within the ‘lab’, e.g. research question articulation and experimentation, as well as what happens when an artifact is deployed in and enters into dialogue with the world. We exemplify the potentials of the framework with analyses of two cases, a photonic fabric and a kinetic wearable.
Human-building interaction
Interactions, 2019
Interaction design is increasingly about embedding interactive technologies in our built environm... more Interaction design is increasingly about embedding interactive technologies in our built environment; architecture is increasingly about the use of interactive technologies to reimagine and dynamically repurpose our built environment. This forum focuses on this intersection of interaction and architecture. --- Mikael Wiberg, Editor
Proceedings of the 2014 conference on Designing interactive systems - DIS '14
It is our great pleasure to welcome you to the ACM conference on Designing Interactive Systems in... more It is our great pleasure to welcome you to the ACM conference on Designing Interactive Systems in 2014 or DIS'14. DIS is a biennial international conference that has long established itself as the venue to explore convergent, emergent, and innovative trends and ideas at the intersection of people, design, and technologies. In DIS'14 we highlight the idea that the design of interactive systems is entering a new socio-technical paradigm around the idea of craft. The theme of the conference is "Crafting Design". We see the confluence of phenomena that may constitute new approaches and new foci in HCI and interaction design. We received 402 submissions from around the world, including Africa, Asia, Australia, Europe, North America and South America. The program committee accepted 107 papers and notes that cover a range of topics relevant to the DIS community. This included work on craft and making, critical design, design practice, design methods, games and entertainment, health and wellness, sustainability, and the design of innovative systems. The technical program includes three parallel tracks with a total of 25 different paper sessions at the conference. For the first time DIS is featuring a new submission type called Pictorials, which are archival publications where authors are encouraged to express and unpack their design practices and processes in rich and primarily visual ways. In addition, the conference also features Provocations & Work-In-Progress papers, Demonstrations, Workshops, and Doctoral Consortium papers. We also encourage attendees to attend the keynote and invited talk presentations that provide valuable insights and perspectives on our research and practice: Opening Plenary: On Icarus' Wings: Craftsmanship and The Art of Living with Technology by Peter- Paul Verbeek, University of Twente Closing Plenary: CityStudio: Collaborative City Making by Janet Moore and Duane Elverum, CityStudio Vancouver Plenary Panel: Honoring Protocol: Design by, for and with Aboriginal Peoples organized by our Panel Chairs, Kate Hennessy, Simon Fraser University, and Lisa Nathan, University of British Columbia.
Proceedings of the 4th Media Architecture Biennale Conference on Participation - MAB '12
Proceedings of the 2nd Media Architecture Biennale Conference on World Cities - MAB '14
Frontiers in computer science, Mar 11, 2024
We present a design space for displays in public libraries; more specifically public displays rel... more We present a design space for displays in public libraries; more specifically public displays related to events taking place in the library. The design space is developed from the perspective of the librarians and is intended to support libraries in rethinking, developing, and employing displays to communicate and support the events they host. It is based on a study of concepts co-designed in eight participatory workshops scaling participation to a total of professional librarians. By analyzing the concepts through inductive and iterative analysis, we have defined a design space consisting of aspects, categorized in four themes: interaction-, content-, event-, and display-centric. We argue that the design space can both serve as ( ) an analytical tool for understanding and categorizing information displays and identifying overarching design considerations and ( ) a generative framework to inspire design across a wide variety of libraries.
We present PARTICIPATE, a technology probe exploring how to strengthen the connection between act... more We present PARTICIPATE, a technology probe exploring how to strengthen the connection between activities taking place at public libraries and their collections, both in the digital realm and in the physical space. Based on ethnographic studies and participatory design activities, we derive three core implications for place-and activity centric library services. These implications led us to design PARTICIPATE in collaboration with library staff from three European countries. The probe is a mean to investigate how place-and activity-centric digital services in the library space can engage participants in co-creating knowledge, and enable libraries to integrate activities with library collections.
Capturing and revisiting ideas in the design process: A longitudinal technology probe study
Design Studies
Challenges and Opportunities in the Design of Digital Distributed Affinity Diagramming Tools
European Conference on Cognitive Ergonomics 2021
Affinity diagramming is an oft-used sense-making technique in design research and practice to ana... more Affinity diagramming is an oft-used sense-making technique in design research and practice to analyze qualitative data, utilizing a large number of sticky notes on walls. Over the past two decades, several digital tools have been tried and tested to augment or even replace the physical affinity diagramming process. Even so, the analog process usually prevails. We developed an online collaboration tool specifically tailored toward affinity diagramming to explore the challenges and opportunities of such a system in the particular case where the distributed teams do not have access to co-located settings. Here, we present a user experience study of five groups (dyads) of students based on a one-hour diagramming task under remote observation, followed by semi-structured interviews. Our study contributes three distinct insights to inform future work, namely that digital affinity diagrams 1) reduce the awareness of co-participants’ actions, 2) provide fewer cues about ownership and use than physical diagrams, and 3) save time, improve manipulation, and overview. We end with a discussion of the challenges and opportunities for the design of digital tools for distributed teams involved in sense-making tasks.
17 forskere: Udflytning splitter selve universitetsuddannelsernes DNA
Altinget, Jun 15, 2021
Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
The role of libraries are rapidly shifting, in large part as a consequence of digitization. In ad... more The role of libraries are rapidly shifting, in large part as a consequence of digitization. In addition to providing access to collections of books and other physical media, public libraries today are embracing a new role of becoming urban hubs, in which a wide range of activities take place. In these activities, local knowledge is developed, exchanged, and disseminated. However, there are still very few digital services that support this new role. Here, we explore how to develop digital services for supporting and leveraging user-generated video content in library activities. Based on interviews and design scenarios as probes, we describe the potentials and challenges for designing such services, as seen from the perspective of library staff. Our insights will inform the design of a new digital service for publics to participate in collaborative production of videos to document, exchange, and disseminate local knowledge generated in library activities.
Bekymrede forskere: Politisk styring af offentlige forskningsmidler må ikke underminere grundforskningen
Unge forskere kritiserer strategi: Pionercentre favoriserer få forskere
Unge forskere: Høj risikovillighed i forskningsfinansieringen er nødvendigt
Undervisere: Her er de fem største problemer med studenterevalueringer
Der er akut behov for en hjælpepakke til unge forskere
First introduced more than 15 years ago, toolkits for prototyping are intended to facilitate rapi... more First introduced more than 15 years ago, toolkits for prototyping are intended to facilitate rapid prototyping. These toolkits are often framed as means to support and speed up the creative process by allowing designers to quickly create and evaluate potential future products. However, little is known about how the introduction of prototyping toolkits influences group-based ideation and selection of ideas in the creative design process. To examine this, we carried out an experiment with 20 participants in 5 groups, in which two groups employed prototyping toolkits. Surprisingly, the introduction of a toolkit did not show any significant effect on participants’ performances in the ideation and selection activities. The lack of effect is discussed in the light of the intended role of the prototyping toolkits.
Time and its Study in Design Ideation Processes
Adjunct Proceedings of the 2022 Nordic Human-Computer Interaction Conference
DRS2018: Catalyst
Designers have a broad range of digital and analoge idea management tools at their disposal. We k... more Designers have a broad range of digital and analoge idea management tools at their disposal. We know that designers have individual preferences for different tools, but we know very little about why this is, and which practices designers accomplish using different tools. This paper presents the results of an interview study with 16 professional designers, where we investigate the tools, designers use to manage their early stage creative ideas. The study reveals three perceived challenges for designers working with existing idea management tools. These challenges are: 1: Idea management tools are rigid in capture medium, 2: Idea management tools offer inflexible interfaces and representations, and 3: Idea management tools focus mainly on ideas, not ideation. We interpret the findings into operational examples of how builders of novel tools might embrace these challenges in the development of nextgeneration idea management tools.
Knowledge-creation Processes in Crafts-based HCI Research
Proceedings of the 11th Nordic Conference on Human-Computer Interaction: Shaping Experiences, Shaping Society, 2020
Crafts-based approaches in Human-Computer Interaction (HCI) blend analog crafts and materials wit... more Crafts-based approaches in Human-Computer Interaction (HCI) blend analog crafts and materials with digital technologies. In addition to introducing novel ways of creating artifacts, they also present us with alternative modes of inquiry and knowledge creation but we still lack frameworks for understanding the forms of knowledge created through them. We therefore introduce a sympoietic framework for articulating and analyzing knowledge generation in crafts-based research projects in HCI, which integrates concepts from craft theory with HCI. The framework extends from knowledge processes in the making of an artifact to encompass the wider research process. This includes processes that occur within the ‘lab’, e.g. research question articulation and experimentation, as well as what happens when an artifact is deployed in and enters into dialogue with the world. We exemplify the potentials of the framework with analyses of two cases, a photonic fabric and a kinetic wearable.
Human-building interaction
Interactions, 2019
Interaction design is increasingly about embedding interactive technologies in our built environm... more Interaction design is increasingly about embedding interactive technologies in our built environment; architecture is increasingly about the use of interactive technologies to reimagine and dynamically repurpose our built environment. This forum focuses on this intersection of interaction and architecture. --- Mikael Wiberg, Editor
Proceedings of the 2014 conference on Designing interactive systems - DIS '14
It is our great pleasure to welcome you to the ACM conference on Designing Interactive Systems in... more It is our great pleasure to welcome you to the ACM conference on Designing Interactive Systems in 2014 or DIS'14. DIS is a biennial international conference that has long established itself as the venue to explore convergent, emergent, and innovative trends and ideas at the intersection of people, design, and technologies. In DIS'14 we highlight the idea that the design of interactive systems is entering a new socio-technical paradigm around the idea of craft. The theme of the conference is "Crafting Design". We see the confluence of phenomena that may constitute new approaches and new foci in HCI and interaction design. We received 402 submissions from around the world, including Africa, Asia, Australia, Europe, North America and South America. The program committee accepted 107 papers and notes that cover a range of topics relevant to the DIS community. This included work on craft and making, critical design, design practice, design methods, games and entertainment, health and wellness, sustainability, and the design of innovative systems. The technical program includes three parallel tracks with a total of 25 different paper sessions at the conference. For the first time DIS is featuring a new submission type called Pictorials, which are archival publications where authors are encouraged to express and unpack their design practices and processes in rich and primarily visual ways. In addition, the conference also features Provocations & Work-In-Progress papers, Demonstrations, Workshops, and Doctoral Consortium papers. We also encourage attendees to attend the keynote and invited talk presentations that provide valuable insights and perspectives on our research and practice: Opening Plenary: On Icarus' Wings: Craftsmanship and The Art of Living with Technology by Peter- Paul Verbeek, University of Twente Closing Plenary: CityStudio: Collaborative City Making by Janet Moore and Duane Elverum, CityStudio Vancouver Plenary Panel: Honoring Protocol: Design by, for and with Aboriginal Peoples organized by our Panel Chairs, Kate Hennessy, Simon Fraser University, and Lisa Nathan, University of British Columbia.
Proceedings of the 4th Media Architecture Biennale Conference on Participation - MAB '12
Proceedings of the 2nd Media Architecture Biennale Conference on World Cities - MAB '14
Frontiers in computer science, Mar 11, 2024
We present a design space for displays in public libraries; more specifically public displays rel... more We present a design space for displays in public libraries; more specifically public displays related to events taking place in the library. The design space is developed from the perspective of the librarians and is intended to support libraries in rethinking, developing, and employing displays to communicate and support the events they host. It is based on a study of concepts co-designed in eight participatory workshops scaling participation to a total of professional librarians. By analyzing the concepts through inductive and iterative analysis, we have defined a design space consisting of aspects, categorized in four themes: interaction-, content-, event-, and display-centric. We argue that the design space can both serve as ( ) an analytical tool for understanding and categorizing information displays and identifying overarching design considerations and ( ) a generative framework to inspire design across a wide variety of libraries.
We present PARTICIPATE, a technology probe exploring how to strengthen the connection between act... more We present PARTICIPATE, a technology probe exploring how to strengthen the connection between activities taking place at public libraries and their collections, both in the digital realm and in the physical space. Based on ethnographic studies and participatory design activities, we derive three core implications for place-and activity centric library services. These implications led us to design PARTICIPATE in collaboration with library staff from three European countries. The probe is a mean to investigate how place-and activity-centric digital services in the library space can engage participants in co-creating knowledge, and enable libraries to integrate activities with library collections.
Capturing and revisiting ideas in the design process: A longitudinal technology probe study
Design Studies
Challenges and Opportunities in the Design of Digital Distributed Affinity Diagramming Tools
European Conference on Cognitive Ergonomics 2021
Affinity diagramming is an oft-used sense-making technique in design research and practice to ana... more Affinity diagramming is an oft-used sense-making technique in design research and practice to analyze qualitative data, utilizing a large number of sticky notes on walls. Over the past two decades, several digital tools have been tried and tested to augment or even replace the physical affinity diagramming process. Even so, the analog process usually prevails. We developed an online collaboration tool specifically tailored toward affinity diagramming to explore the challenges and opportunities of such a system in the particular case where the distributed teams do not have access to co-located settings. Here, we present a user experience study of five groups (dyads) of students based on a one-hour diagramming task under remote observation, followed by semi-structured interviews. Our study contributes three distinct insights to inform future work, namely that digital affinity diagrams 1) reduce the awareness of co-participants’ actions, 2) provide fewer cues about ownership and use than physical diagrams, and 3) save time, improve manipulation, and overview. We end with a discussion of the challenges and opportunities for the design of digital tools for distributed teams involved in sense-making tasks.
17 forskere: Udflytning splitter selve universitetsuddannelsernes DNA
Altinget, Jun 15, 2021
Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
The role of libraries are rapidly shifting, in large part as a consequence of digitization. In ad... more The role of libraries are rapidly shifting, in large part as a consequence of digitization. In addition to providing access to collections of books and other physical media, public libraries today are embracing a new role of becoming urban hubs, in which a wide range of activities take place. In these activities, local knowledge is developed, exchanged, and disseminated. However, there are still very few digital services that support this new role. Here, we explore how to develop digital services for supporting and leveraging user-generated video content in library activities. Based on interviews and design scenarios as probes, we describe the potentials and challenges for designing such services, as seen from the perspective of library staff. Our insights will inform the design of a new digital service for publics to participate in collaborative production of videos to document, exchange, and disseminate local knowledge generated in library activities.
Bekymrede forskere: Politisk styring af offentlige forskningsmidler må ikke underminere grundforskningen
Unge forskere kritiserer strategi: Pionercentre favoriserer få forskere
Unge forskere: Høj risikovillighed i forskningsfinansieringen er nødvendigt
Undervisere: Her er de fem største problemer med studenterevalueringer
Der er akut behov for en hjælpepakke til unge forskere
First introduced more than 15 years ago, toolkits for prototyping are intended to facilitate rapi... more First introduced more than 15 years ago, toolkits for prototyping are intended to facilitate rapid prototyping. These toolkits are often framed as means to support and speed up the creative process by allowing designers to quickly create and evaluate potential future products. However, little is known about how the introduction of prototyping toolkits influences group-based ideation and selection of ideas in the creative design process. To examine this, we carried out an experiment with 20 participants in 5 groups, in which two groups employed prototyping toolkits. Surprisingly, the introduction of a toolkit did not show any significant effect on participants’ performances in the ideation and selection activities. The lack of effect is discussed in the light of the intended role of the prototyping toolkits.