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Enabling Designers to Sketch Immersive Fulldome Presentations
Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.ORCID iD: 0000-0002-5121-1065
Linköping University, Department of Science and Technology, Media and Information Technology. Linköping University, Faculty of Science & Engineering.ORCID iD: 0000-0001-8862-7331
2016 (English)In: Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems, ACM Press, 2016, p. 1490-1496Conference paper, Published paper (Refereed)
Abstract [en]

Sketching is an integral part of a designer's creative process, especially in the early phase of a project and in particular when exploring an unfamiliar medium. Traditional design principles does not seem to apply when designing presentations for a fulldome. Surprisingly, interviews with local creative professionals revealed that sketching was a challenge when designing fulldome presentations, which made it more difficult for them to understand the characteristics of this unfamiliar medium. This challenge has also been affirmed by the first author's own experience of creating a fulldome presentation. This paper describes the challenges in designing for a fulldome and discusses the work in progress by imagining new variations of sketching media that are being created as early design concepts, which will be tried out by a reference group. The aim is to identify characteristics a sketching medium needs to have in order for a designer to successfully express and explore early ideas for a fulldome presentation.

Place, publisher, year, edition, pages
ACM Press, 2016. p. 1490-1496
National Category
Interaction Technologies
Identifiers
URN: urn:nbn:se:liu:diva-142921DOI: 10.1145/2851581.2892343ISBN: 9781450340823 (electronic)OAI: oai:DiVA.org:liu-142921DiVA, id: diva2:1156051
Conference
CHI'16 CHI Conference on Human Factors in Computing Systems SanJose,CA, USA, May 07-12,2016.
Available from: 2017-11-10 Created: 2017-11-10 Last updated: 2024-05-02Bibliographically approved
In thesis
1. Designing for sketching to support concept exploration
Open this publication in new window or tab >>Designing for sketching to support concept exploration
2019 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

Sketching is a way of exploring early concepts through the act of externalization in a suitable material with the aid of a suitable tool. One could use paper and sketch with a pencil or go digital and sketch with code. What is appropriate to choose depends on the situation and on the skillset of the person who is going to sketch. When sketching is done successfully, the externalization can “speak back” and thus engage the sketcher, and others, in a conversation leading to a better understanding of the sketched concepts as well as new concept ideas. This is thoroughly documented in literature – a typical example would be an architect sketching a site plan on a flat piece of paper and being able to read into the possible movements in the third-dimensional space. Sketching generally works like this in familiar, that is, idiomatic situations for experienced sketchers. In unfamiliar or non-idiomatic situations, existing sketching tools are inadequate for expressing and exploring early concepts. For novice sketchers, with limited sketching literacy, even attempting to sketch in an idiomatic situation can be challenging.

Through three cases, I design for concept exploration by enabling sketching to understand how this can be done in new situations. The first case deals with expert sketchers exploring non-idiomatic situations: professional creatives working with fulldome format for visual communication. The second case deals with novice sketchers exploring non-idiomatic situations: design students working with virtual reality. The third case deals with novice sketchers exploring idiomatic situations: air traffic controllers working with finding alternative routes for aircraft in the airspace with automation support.

I take a constructive design approach by making design examples and reflecting during and after the process. With the help of the design examples, I engage domain experts through participatory co-design workshops and elicit insights in order to inspire further design work. What I learn through this dynamic making-workshopping-and-reflecting process forms the foundation of the knowledge contribution. It is presented here as three design tactics on how sketching could be like to support concept exploration: 1) be responsive, 2) emulate salient material properties, and 3) be lightweight.

Abstract [sv]

Att skissa är ett sätt att utforska tidiga koncept. Det görs vanligtvis genom att externalisera koncepten i ett lämpligt material med hjälp av ett lämpligt verktyg. Det går likväl att skissa med papper och penna som att skissa digitalt med hjälp av kod. Vilket material eller verktyg som är att föredra beror på situationen och skickligheten hos personen som ska skissa. När skissning sker framgångsrikt kan externaliseringen “prata tillbaka” och på så sätt engagera skissaren, och andra, i en konversation som leder både till bättre förståelse för koncepten och även till nya konceptförslag. Det här finns utförligt beskrivet i litteraturen – ett typexempel är när en arkitekt skissar en byggnadskonstruktion på ett plant papper och utifrån det kan se hur möjliga rörelser kan te sig i en tredimensionell rymd. Skissning funkar generellt sett på det här sättet i alla fall i välbekanta, idiomatiska situationer för erfarna skissare. Däremot i obekanta, icke-idiomatiska situationer, är befintliga skissningsverktyg otillräckliga för att kunna användas till att uttrycka och utforska tidiga koncept. För novisa skissare, med begränsad skiss-kunnighet, är det dessutom utmanande att skissa även i en idiomatisk situation.

I tre fallstudier, designar jag för konceptutforskning för att förstå hur det kan ske i nya situationer genom att möjliggöra för skissning. Den första fallstudien handlar om erfarna skissare som utforskar icke-idiomatiska situationer: professionella kreatörer som jobbar med domformat för visuell kommunikation. Den andra fallstudien handlar om novisa skissare som utforskar icke-idiomatiska situationer: designstudenter som jobbar med virtuell verklighet. Den tredje fallstudien handlar om novisa skissare som utforskar idiomatiska situationer: flygledare som jobbar med att hitta alternativa rutter för flygmaskiner i luften med automationsstöd.

Jag tar en konstruktiv designansats genom ett skapande av designexempel och reflektion under och efter processen. Med hjälp av designexemplen engagerar jag domänexperter i deltagande co-designworkshops och fram insikter som inspirerar fortsatt designarbete. Det jag lär mig under den här dynamiska processen av skapande, workshopande och reflekterande, formar grunden till kunskapsbidraget. Bidraget presenteras här som tre designtaktiker om hur skissning kan vara för att stödja konceptutforskande: 1) vara responsiv, 2) emulera centrala materialegenskaper, och 3) vara lättviktig.

Place, publisher, year, edition, pages
Linköping: Linköping University Electronic Press, 2019. p. 133
Series
Linköping Studies in Science and Technology. Dissertations, ISSN 0345-7524 ; 2013
National Category
Human Computer Interaction
Identifiers
urn:nbn:se:liu:diva-161712 (URN)10.3384/diss.diva-161712 (DOI)9789175190099 (ISBN)
Public defence
2019-12-20, K3, Kåkenhus, Campus Norrköping, Norrköping, 09:00 (English)
Opponent
Supervisors
Available from: 2019-11-07 Created: 2019-11-07 Last updated: 2022-12-08Bibliographically approved

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Tran Luciani, DanweiLundberg, Jonas

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