Part Science part Magic: Analysing the OWL outcomes

Danielle Wilde*, Kristina Andersen

*Kontaktforfatter for dette arbejde

Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

Resumé

Art and Science, just like Science and Magic are seen as distinct practices, requiring distinct world views. In the OWL project we call on, cross-fertilise and blur boundaries between all three. The project is predicated on Clarke's third rule of technology prediction, that "any sufficiently advanced technology is indistinguishable from magic" (Clarke, 1984). From this standpoint we are developing rigourous processes to support magical thinking, with the aim of understanding how to support the conception and development of technologies that we can't yet imagine, to the point where they can be evaluated. We are approaching our problem from a number of perspectives, including the development and use of placebo objects and devices, probe-like enquiry through one on one interviews and workshops where we encourage people to make their own exploratory devices, and thereby extend and challenge the way we, as design researchers, are thinking about technology conception and design. We present here our burgeoning approach to analysing the OWL interview outcomes. New processes demand new techniques. We draw on well established methods and consider how they might be subverted to support our needs. Copyright the author(s) and CHISIG.

OriginalsprogEngelsk
TitelOZCHI 2010 - Design-Interaction-Participation, Conference Proceedings
Antal sider4
ForlagAssociation for Computing Machinery
Publikationsdato1. dec. 2010
Sider188-191
ISBN (Trykt)9781450305020
DOI
StatusUdgivet - 1. dec. 2010
Udgivet eksterntJa
Begivenhed22nd Annual Conference of the Computer-Human Interaction Special Interest Group (CHISIG) of Australia on Computer-Human Interaction: Design - Interaction - Participation, OZCHI 2010 - Brisbane, QLD, Australien
Varighed: 22. nov. 201026. nov. 2010

Konference

Konference22nd Annual Conference of the Computer-Human Interaction Special Interest Group (CHISIG) of Australia on Computer-Human Interaction: Design - Interaction - Participation, OZCHI 2010
LandAustralien
ByBrisbane, QLD
Periode22/11/201026/11/2010
SponsorQueensland University of Technology , National ICT Australia, Deloitte Consulting, PTG Global, Microsoft

Fingeraftryk

science
interview
art
demand

Citer dette

Wilde, D., & Andersen, K. (2010). Part Science part Magic: Analysing the OWL outcomes. I OZCHI 2010 - Design-Interaction-Participation, Conference Proceedings (s. 188-191). Association for Computing Machinery. https://doi.org/10.1145/1952222.1952262
Wilde, Danielle ; Andersen, Kristina. / Part Science part Magic : Analysing the OWL outcomes. OZCHI 2010 - Design-Interaction-Participation, Conference Proceedings. Association for Computing Machinery, 2010. s. 188-191
@inproceedings{19d3a206724d48f0b6942c156b6d873b,
title = "Part Science part Magic: Analysing the OWL outcomes",
abstract = "Art and Science, just like Science and Magic are seen as distinct practices, requiring distinct world views. In the OWL project we call on, cross-fertilise and blur boundaries between all three. The project is predicated on Clarke's third rule of technology prediction, that {"}any sufficiently advanced technology is indistinguishable from magic{"} (Clarke, 1984). From this standpoint we are developing rigourous processes to support magical thinking, with the aim of understanding how to support the conception and development of technologies that we can't yet imagine, to the point where they can be evaluated. We are approaching our problem from a number of perspectives, including the development and use of placebo objects and devices, probe-like enquiry through one on one interviews and workshops where we encourage people to make their own exploratory devices, and thereby extend and challenge the way we, as design researchers, are thinking about technology conception and design. We present here our burgeoning approach to analysing the OWL interview outcomes. New processes demand new techniques. We draw on well established methods and consider how they might be subverted to support our needs. Copyright the author(s) and CHISIG.",
keywords = "Card sorting, Embodied inquiry, Magical thinking, Participatory design",
author = "Danielle Wilde and Kristina Andersen",
year = "2010",
month = "12",
day = "1",
doi = "10.1145/1952222.1952262",
language = "English",
isbn = "9781450305020",
pages = "188--191",
booktitle = "OZCHI 2010 - Design-Interaction-Participation, Conference Proceedings",
publisher = "Association for Computing Machinery",
address = "United States",

}

Wilde, D & Andersen, K 2010, Part Science part Magic: Analysing the OWL outcomes. i OZCHI 2010 - Design-Interaction-Participation, Conference Proceedings. Association for Computing Machinery, s. 188-191, 22nd Annual Conference of the Computer-Human Interaction Special Interest Group (CHISIG) of Australia on Computer-Human Interaction: Design - Interaction - Participation, OZCHI 2010, Brisbane, QLD, Australien, 22/11/2010. https://doi.org/10.1145/1952222.1952262

Part Science part Magic : Analysing the OWL outcomes. / Wilde, Danielle; Andersen, Kristina.

OZCHI 2010 - Design-Interaction-Participation, Conference Proceedings. Association for Computing Machinery, 2010. s. 188-191.

Publikation: Bidrag til bog/antologi/rapport/konference-proceedingKonferencebidrag i proceedingsForskningpeer review

TY - GEN

T1 - Part Science part Magic

T2 - Analysing the OWL outcomes

AU - Wilde, Danielle

AU - Andersen, Kristina

PY - 2010/12/1

Y1 - 2010/12/1

N2 - Art and Science, just like Science and Magic are seen as distinct practices, requiring distinct world views. In the OWL project we call on, cross-fertilise and blur boundaries between all three. The project is predicated on Clarke's third rule of technology prediction, that "any sufficiently advanced technology is indistinguishable from magic" (Clarke, 1984). From this standpoint we are developing rigourous processes to support magical thinking, with the aim of understanding how to support the conception and development of technologies that we can't yet imagine, to the point where they can be evaluated. We are approaching our problem from a number of perspectives, including the development and use of placebo objects and devices, probe-like enquiry through one on one interviews and workshops where we encourage people to make their own exploratory devices, and thereby extend and challenge the way we, as design researchers, are thinking about technology conception and design. We present here our burgeoning approach to analysing the OWL interview outcomes. New processes demand new techniques. We draw on well established methods and consider how they might be subverted to support our needs. Copyright the author(s) and CHISIG.

AB - Art and Science, just like Science and Magic are seen as distinct practices, requiring distinct world views. In the OWL project we call on, cross-fertilise and blur boundaries between all three. The project is predicated on Clarke's third rule of technology prediction, that "any sufficiently advanced technology is indistinguishable from magic" (Clarke, 1984). From this standpoint we are developing rigourous processes to support magical thinking, with the aim of understanding how to support the conception and development of technologies that we can't yet imagine, to the point where they can be evaluated. We are approaching our problem from a number of perspectives, including the development and use of placebo objects and devices, probe-like enquiry through one on one interviews and workshops where we encourage people to make their own exploratory devices, and thereby extend and challenge the way we, as design researchers, are thinking about technology conception and design. We present here our burgeoning approach to analysing the OWL interview outcomes. New processes demand new techniques. We draw on well established methods and consider how they might be subverted to support our needs. Copyright the author(s) and CHISIG.

KW - Card sorting

KW - Embodied inquiry

KW - Magical thinking

KW - Participatory design

U2 - 10.1145/1952222.1952262

DO - 10.1145/1952222.1952262

M3 - Article in proceedings

AN - SCOPUS:79953088599

SN - 9781450305020

SP - 188

EP - 191

BT - OZCHI 2010 - Design-Interaction-Participation, Conference Proceedings

PB - Association for Computing Machinery

ER -

Wilde D, Andersen K. Part Science part Magic: Analysing the OWL outcomes. I OZCHI 2010 - Design-Interaction-Participation, Conference Proceedings. Association for Computing Machinery. 2010. s. 188-191 https://doi.org/10.1145/1952222.1952262