Vision
Interaction design is about creating meaningful relationships between people and their man-made surroundings. Nowadays, our physical living environment is increasingly intertwined with digital technologies, developing towards a hyperconnected society: a society where every physical thing can have the digital capabilities to gather and process data, and communicate with other things [13]. In other words, the emergent technologies of the Internet of Things (IoT) and Artificial Intelligence (AI) will soon provide the opportunities to design smart environments, where numerous things will be sensing, reasoning and communicating, merging the physical and digital world.
This fusion of physical and digital functionalities is altering the relationships between people and their environment. When the things we use have the ability to change themselves, we can see them as starting to ‘live’ [8]. What functionalities and experiences open up through this new breed of things?
In my view, it is the designer's role to carefully explore the answers to these questions. Carefully, as these changes in the way we interact with our living environment will consequently change the way people interact with each other [5].
I strongly believe that to understand - and thereafter carefully create - these networked and smart things, different perspectives than only user-centered design methods are needed. First of all, a thing-centered perspective [e.g. 2,3] proved to be a useful viewpoint to gain insights in ‘artifact-ecologies’[2], in order to understand the entanglements among objects and the way they are used. Secondly, an ecological perspective, as for example Barkers’ behavioral settings in ecological psychology [10], provides a viewpoint from which human behavior patterns can be observed in relation to their physical environment. From this viewpoint, the impact of artifact ecologies can be evaluated. Along the way of designing on the basis of these perspectives, I am interested in creating new design and/or evaluation methods, incorporating these viewpoints.
However, I mostly value and enjoy conceptualizing these smart, networked things itself. My aim is to balance the relationships between users and things by designing for reciprocity with our living environments.
I believe that the most elegant, flexible and simple way to do so is through a decentralized system configuration. In this way, designing such systems very much resembles the practice of Agent Based Modeling. Next to that, I believe that the interaction with such systems should be designed to fit people and their cultural values, instead of the other way around. Theories, perspectives and tools informed by sociology, human perception and environmental psychology often find their way into my design processes, for example Erickson and Kelloggs’ theory of social translucence [6], the DASS framework [9], the attention-interaction continuum [1] and Altmans’ privacy regulation theory [7]. My specific interest in the combination of these fields lies in the topics of shared spaces and calm technology [12] in the home context.
Professional Identity
These interests are no coincidence. As a social and empathic person, I highly value sincere attention to my environment and the people around me. I am observant and sensitive to my surroundings, which fuels my interest in human behavior in shared spaces. That is why, while designing, I want to get to the bottom of things, to get a design just right. I am eager to understand what is going on and to share my thoughts and findings with others in the field.
In line with these traits, I developed myself towards the profile of an interaction designer as well as a design researcher with the skills to conceptualize, prototype and evaluate the use of complex IoT systems. I bring the ability to craft new concepts based on existing knowledge and theories, user research and technological opportunities.
I have a passion for field studies and I combine qualitative, user-centered methods with speculative, thing-oriented methods in a design process. Next to that, I have knowledge on and experience with sound- and lighting design.
Examples of my individual work are the design and evaluation of a decentralized social awareness system for remote working colleagues and an autobiographical study on the design process of an intelligent system evolving around my watering can.
However, I am not a designer who prefers to work alone. The development of intelligent systems is a multidisciplinary challenge, which asks for versatile teams. I am a true team player who can bring together even the most distant team members. I love to discuss and learn from different views to push quality even further. However, I also need team members to stay focussed on the project goal and to prevent myself from overthinking. With a practical, hands-on worker next to me I come to the best results.
-
Saskia Bakker and Karin Niemantsverdriet. The Interaction-Attention Continuum: Considering Various Levels of Human Attention in Interaction Design. 15.
-
Susanne Bødker. 2015. Third-wave HCI, 10 years later---participation and sharing. Interactions 22, 5: 24–31. https://doi.org/10.1145/2804405
-
Wen-Wei Chang, Elisa Giaccardi, Lin-Lin Chen, and Rung-Huei Liang. 2017. “Interview with Things”: A First-thing Perspective to Understand the Scooter’s Everyday Socio-material Network in Taiwan. In Proceedings of the 2017 Conference on Designing Interactive Systems, 1001–1012. https://doi.org/10.1145/3064663.3064717
-
Nazli Cila, Elisa Giaccardi, and Fionn Tynan-O’Mahony. 2015. Thing-Centered Narratives: A study of object personas. 17.
-
Nazli Cila, Iskander Smit, Elisa Giaccardi, and Ben Kröse. 2017. Products as Agents: Metaphors for Designing the Products of the IoT Age. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems (CHI ’17), 448–459. https://doi.org/10.1145/3025453.3025797
-
Thomas Erickson and Wendy A. Kellogg. 2000. Social translucence: an approach to designing systems that support social processes. ACM Transactions on Computer-Human Interaction 7, 1: 59–83. https://doi.org/10.1145/344949.345004
-
Irwin Altman. 1975. The Environment and Social Behavior, privacy, personal space, territory, crowding. Brooks/Cole Publishing Company, Monterey, California.
-
Betti Marenko. 2014. Neo-Animism and Design: A New Paradigm in Object Theory. Design and Culture 6, 2: 219–241. https://doi.org/10.2752/175470814X14031924627185
-
Karin Niemantsverdriet, Harm Van Essen, Minna Pakanen, and Berry Eggen. 2019. Designing for Awareness in Interactions with Shared Systems: The DASS Framework. ACM Transactions on Computer-Human Interaction 26, 6: 36:1-36:41. https://doi.org/10.1145/3338845
-
Roger G. Barker. 1986. Ecological Psychology. Stanford University Press, Stanford, California.
-
TEDx Talks. 2015. A day in the life of things-How listening to things helps us innovate | Elisa Giaccardi | TEDxDelft. Retrieved September 27, 2021 from https://www.youtube.com/watch?v=1Z0mVcV1EgA
-
Mark Weiser and John Seely Brown. 1997. The Coming Age of Calm Technology. In Beyond Calculation. Springer New York, New York, NY, 75–85. https://doi.org/10.1007/978-1-4612-0685-9_6
-
The Nordic Digital Promise: Four Theses on a Hyperconnected Society. Demos Helsinki. Retrieved March 30, 2020 from https://www.demoshelsinki.fi/en/julkaisut/the-nordic-digital-promise-four-theses-on-a-hyperconnected-society/