Architecture and Interaction (eBook)

Human Computer Interaction in Space and Place
eBook Download: PDF
2016 | 1st ed. 2016
X, 343 Seiten
Springer International Publishing (Verlag)
978-3-319-30028-3 (ISBN)

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Ubiquitous computing has a vision of information and interaction being embedded in the world around us; this forms the basis of this book. Built environments are subjects of design and architects have seen digital elements incorporated into the fabric of buildings as a way of creating environments that meet the dynamic challenges of future habitation.

Methods for prototyping interactive buildings are discussed and the theoretical overlaps between both domains are explored. Topics like the role of space and technology within the workplace as well as the role of embodiment in understanding how buildings and technology can influence action are discussed, as well as investigating the creation of place with new methodologies to investigate the occupation of buildings and how they can be used to understand spatial technologies.

Architecture and Interaction is aimed at researchers and practitioners in the field of computing who want to gain a greater insight into the challenges of creating technologies in the built environment and those from the architectural and urban design disciplines who wish to incorporate digital information technologies in future buildings.

Preface 6
Contents 8
Contributors 10
1 Introduction 12
Space in the Direction of Human Computer Interaction Research 14
Ubiquitous Computing 15
Spatial Approaches in Interaction Research 15
Smart Cities 17
Directions of Architectural Research 18
Process of Design 18
Product of Design 19
The Collision 21
Space 21
Interaction 22
References 22
Part I Interdisciplinary Dialogue 25
2 Applying HCI Methods and Concepts to Architectural Design (Or Why Architects Could Use HCI Even If They Don't Know It) 27
Introduction 28
Building Usability and User Experience 29
Reviewing the Existing Usability Models in HCI 29
Introducing a Usability Model for Architecture 31
From Usability to User Experience 33
A Brief Overview of Human-Computer Interaction Methods Available 35
HCI Methods in HCI Practice 35
HCI-Like Methods in Architecture 36
Personas 37
Case Study: Seattle Public Library 39
Conclusion 41
References 43
3 What Is It About Space That Is Important in Interaction? …Let's Take the World from a Situated Point of View 46
Introduction 46
Locating Computing (in Buildings) in History 47
White Heat of Technology 48
Crawling Out of the Computer Room 49
Workstation, Worksetting, Workscape 49
Walls of Buildings, Eyes of the Skin 51
In the City, Interstitial Spaces Between Buildings 52
Workplace Studies 53
Theory and Method 53
Studying Our Interactions with the Built Form 54
Setting, Place, Context … More Than a Container 54
Work … Doing Things 55
Praxiological Accounting Practices … Lived, Occasioned, Sequential Actions 56
Implications for Design 56
Designing Environments with the Place Implications for Computation in Mind 57
The Turn to Interaction 57
Conclusion 58
References 59
Part II Approaching Interaction in Space 62
4 Supporting Fluid Transitions in Innovative Learning Spaces: Architectural, Social and Technological Factors 65
Introduction 65
Related Work 66
Innovative Learning Spaces 66
Architectural Layout and Furniture 67
Technological Infrastructure 68
Assessing Innovative Learning Spaces: Understanding Lived Use and Experience 69
Research Methodology 70
Analytic Orientation 71
Study Methods 71
The Three Settings: Dspace, Qspace, Cspace 73
Findings 77
Supporting Diverse Activities Within the Same Space 77
Supporting Collaboration 80
Relaxing and Unwinding 82
Discussion 84
The Challenge of the Multi-purpose Agenda: Fluid Transitions 84
Supporting Fluid Transitions in Innovative Learning Spaces 86
Legibility 86
Legitimacy and Sense of Ownership 87
Customisation and Appropriation 88
Conclusion and Future Work 88
References 89
5 Creative Workplace Alchemies: Individual Workspaces and Collaboration Hotspots 92
Introduction 92
Architecture Environments and Interaction 94
Architectural Space and Large Displays 95
Space Syntax to Predict Human Behavior in the Built Environment 96
Robotic Architecture Environments and Beyond 98
Case Study: A Design Studio Environment 99
Methods: Time-Lapse Data, Space Syntax, and Field Interviews 100
Results 101
Overall Studio Time-Lapse Data Overview 101
Space Syntax Isovist Analysis and Connectivity Analysis of Whole Studio 103
Social Space 104
Collaborative Spaces 107
Classroom 110
Individual Workspaces 113
Summary and Future Work 114
References 116
6 Getting It Going: Explorations at the Intersection of Moving Bodies, Information Technology and Architecture 119
Introduction 119
First Step: Conceptualizing Moving Bodies 121
Mobility and Modernity 121
The Mechanistic World View 122
Moving Bodies at the Individual Level 122
Moving Bodies in Workspaces 123
Second Step: Experiencing the Real 124
Approach -Design Ethnography 126
Office Workers as “Moving Bodies” in Architectural Spaces 127
Implementation and Data Collection 127
Third Step: Designing for Moving Bodies 130
Concept and Design 130
The Study Plan and Objectives 132
Fourth Step: Comprehending the Experience 134
Setting the Field 134
Placing the Lamp 135
Ethnographic Notes 136
Interviews and Quantified Data 137
Conclusion 139
References 140
7 Measuring Interaction in Workplaces 143
Introduction: Interaction, Space and Architectural Typologies 144
Architecture and Human Interaction 146
Data and Methods 148
Interaction Hotspots, Locations and Patterns 150
The Overall Distribution of Interaction 151
The Configurational Logic of Interaction 153
The Micro-behaviours of Interaction 156
The Time-Space Dependency of Interaction 159
Overall Patterns and the Problem of Predictability 160
Future Work and Developments in the Field 161
Automated Behaviour Tracking 161
Implications for HCI 162
Implications for Space Syntax 163
References 164
Part III Going Abstract About the Concrete 168
8 Community Is the Message: Viewing Networked Public Displays Through McLuhan's Media Theory 170
Introduction 170
Related Work 172
A Short Introduction to McLuhan's Media Theory 174
“Marshalling” Networked Public Displays 176
Figure and Ground: Processes in Public Spaces Amplified by Networked Public Displays 176
The Rear-View Mirror of Public Space: The Basic Principles of the Networked Public Displays Medium 180
Tetrad or “Four Laws of Media”: The Overall Impact of the Networked Public Displays Medium on Other Media and the Society 182
Conclusion 183
References 185
9 Embodied Interactions with Adaptive Architecture 188
The Relationship Between Body and Buildings 188
Physiological Data: Integrating Human and Building 189
Adaptive Architecture 190
Embodiment 191
The 4E Approach 192
Embodied 192
Extended 192
Embedded 192
Enacted 193
Adaptive Architecture That Engages the Body 194
Examples of Embodied Adaptive Architecture 194
Muscle Tower 195
Dress Room 196
SlowFurl 196
OpenColumns 197
Breathe 197
Sonic Cradle 198
Lungs [the Breather] 198
Reciprocating Environments 199
Ada: Intelligent Space 199
ExoBuilding 199
Summary of Reciprocal Interactions 200
The 4Es: Basis for Interactional Reciprocity 200
Embodied Adaptive Architecture 202
Reciprocity Between Buildings and Inhabitants 202
Future Challenges 204
Research Challenge 204
Professional Challenge 205
Conclusion 205
References 206
Part IV Activating Spaces 208
10 Mapping the Intangible: On Adaptivity and Relational Prototyping in Architectural Design 210
Introduction 211
From Static Architecture to Non-static Architecture 212
Adaptivity in Architecture 214
Architecture as an Act 215
Four Aspects of Adaptivity 217
Relational Prototyping 221
Components in Relational Prototyping 222
Object: The Prototype 223
Inhabitant: The Participant 226
Environment: The Scenario 228
The Act: Performative Techniques 228
The Potential of Relational Prototyping 232
Conclusion 232
References 233
11 An Interactive Simulation Environment for Adaptive Architectural Systems 235
Introduction 236
Opportunities for Adaptive Architectural Systems 236
Computational Design Tools for Adaptive Architectural Systems 238
Objectives 241
Methodology 242
Constructing Hybrid-Reality Simulations for Interactive Design 242
Gestural Interactions for Controlling Facade System Behaviors 244
Experimentation with User Interactions and Energy Performance 246
Discussion 248
Benefits and Challenges with the Hybrid-Reality Simulations 248
Ongoing Work: Expanding Audiences and Scales 249
Adaptive Architecture: Toward User Empowerment 251
Impacts on Materials Science: Criteria for Material Behaviors 252
Impacts on Human-Computer-Interaction: A Co-design Research Process 253
References 255
12 Robotic Building as Physically Built Robotic Environments and Robotically Supported Building Processes 257
Introduction 257
Background 258
Physically Built Robotic Environments 261
Spatial Reconfiguration 265
Climate Control 267
Numerically Controlled and Robotically Driven Building Processes 270
Conclusion 273
References 275
Part V Sights and Manifestations 276
13 Northern Urban Lights: Emplaced Experiences of Urban Lighting as Digital Augmentation 278
Introduction 278
Research Setting 281
Urban Echoes 281
Emplaced Sense Experiences: Theoretical Underpinnings 285
Methods and Materials 288
Analysis 291
Sense of Place 291
Bodily Rhythms, Control and Intelligent Adaptation 292
Digitally Augmented Sense of Place and Identity 293
Appropriate Augmentation? 294
Ambient Information 295
Meaningful Emplaced Experiences 296
Discussion: Towards Interdisciplinary and Emplaced Interaction Design 296
References 298
14 Reading and Responding to the Digital Footprints of Mobile Visitors 301
Introduction 301
Wander Anywhere 303
Research Method 305
Iteration and Refinement 307
Themes: Data, Insights and Responses 308
Staging: Expected and Unexpected Entrances 308
Orphaned Content and Desire Lines 311
Identifying Seams 312
Realigning Signifiers 314
Discussion 316
Other Opportunities and Concerns 317
Conclusion 319
References 320
15 On Potential Application of Interaction Design for Placemaking 323
Placemaking 323
What Is Involved in Placemaking? 325
Disciplines Involved in Placemaking 326
Interaction Design as a Potential Contributor to Placemaking 326
Limitations of the Projects 328
Interaction Design in Public Spaces: Shared Worlds Research Project 328
The Recipe Station: The Milk Market Project 329
The Setting 329
The Recipe Station 329
Designing the Recipe Station 331
Evaluating the Recipe Station in Use 332
The Shannon Portal: The Shannon Airport Project 333
The Setting 333
The Shannon Portal 334
Designing the Shannon Portal 335
Interaction Design in Public Spaces: Student Projects 338
Interaction Design in Public Places: Potential for Placemaking 341
Concluding Remarks 343
References 344

Erscheint lt. Verlag 9.6.2016
Reihe/Serie Human–Computer Interaction Series
Zusatzinfo X, 343 p. 82 illus., 66 illus. in color.
Verlagsort Cham
Sprache englisch
Themenwelt Mathematik / Informatik Informatik Betriebssysteme / Server
Sozialwissenschaften Politik / Verwaltung
Technik Architektur
Schlagworte Architecture • Computer • interaction • Landscape/Regional and Urban Planning • space • UX
ISBN-10 3-319-30028-8 / 3319300288
ISBN-13 978-3-319-30028-3 / 9783319300283
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