ITU

Appropriation and design-after-design as tools to shape playful museum installations

Research output: Conference Article in Proceeding or Book/Report chapterConference abstract in proceedingsResearch

Standard

Appropriation and design-after-design as tools to shape playful museum installations. / Ioannidis, Petros.

Companion Publication of the 2021 ACM Designing Interactive Systems Conference. Association for Computing Machinery, 2021. p. 30.

Research output: Conference Article in Proceeding or Book/Report chapterConference abstract in proceedingsResearch

Harvard

Ioannidis, P 2021, Appropriation and design-after-design as tools to shape playful museum installations. in Companion Publication of the 2021 ACM Designing Interactive Systems Conference. Association for Computing Machinery, pp. 30. https://doi.org/10.1145/3468002.3468237

APA

Ioannidis, P. (2021). Appropriation and design-after-design as tools to shape playful museum installations. In Companion Publication of the 2021 ACM Designing Interactive Systems Conference (pp. 30). Association for Computing Machinery. https://doi.org/10.1145/3468002.3468237

Vancouver

Ioannidis P. Appropriation and design-after-design as tools to shape playful museum installations. In Companion Publication of the 2021 ACM Designing Interactive Systems Conference. Association for Computing Machinery. 2021. p. 30 https://doi.org/10.1145/3468002.3468237

Author

Ioannidis, Petros. / Appropriation and design-after-design as tools to shape playful museum installations. Companion Publication of the 2021 ACM Designing Interactive Systems Conference. Association for Computing Machinery, 2021. pp. 30

Bibtex

@inbook{b3ab69ab7e80419383e701a470f6e4ed,
title = "Appropriation and design-after-design as tools to shape playful museum installations",
abstract = "Over recent years, the Design Research field has been increasingly focusing on how the design of an object is affected after its deployment through the various unpredicted ways of use that occur when user appropriate it—called “design-after-design”. At the same time, that appropriation of hybrid experiences in the museum space can be challenging for institutions which are not prepare to address it through their design processes. This article presents a study that employs a research-through-design method by conducting design experiments in-the-wild. Its aim is to explore a design process which focuses on deploying an open and ambiguous object, thus support acts of design-after-design to emerge and using those acts to re-design the original object. Through the research findings, I aim to produce further knowledge, through field trials, on design processes that deal with designing for leisure and pleasure rather …",
keywords = "research-through-design, design process, in-the-wild, design-after- design, museum",
author = "Petros Ioannidis",
year = "2021",
doi = "https://doi.org/10.1145/3468002.3468237",
language = "English",
pages = "30",
booktitle = "Companion Publication of the 2021 ACM Designing Interactive Systems Conference",
publisher = "Association for Computing Machinery",
address = "United States",

}

RIS

TY - ABST

T1 - Appropriation and design-after-design as tools to shape playful museum installations

AU - Ioannidis, Petros

PY - 2021

Y1 - 2021

N2 - Over recent years, the Design Research field has been increasingly focusing on how the design of an object is affected after its deployment through the various unpredicted ways of use that occur when user appropriate it—called “design-after-design”. At the same time, that appropriation of hybrid experiences in the museum space can be challenging for institutions which are not prepare to address it through their design processes. This article presents a study that employs a research-through-design method by conducting design experiments in-the-wild. Its aim is to explore a design process which focuses on deploying an open and ambiguous object, thus support acts of design-after-design to emerge and using those acts to re-design the original object. Through the research findings, I aim to produce further knowledge, through field trials, on design processes that deal with designing for leisure and pleasure rather …

AB - Over recent years, the Design Research field has been increasingly focusing on how the design of an object is affected after its deployment through the various unpredicted ways of use that occur when user appropriate it—called “design-after-design”. At the same time, that appropriation of hybrid experiences in the museum space can be challenging for institutions which are not prepare to address it through their design processes. This article presents a study that employs a research-through-design method by conducting design experiments in-the-wild. Its aim is to explore a design process which focuses on deploying an open and ambiguous object, thus support acts of design-after-design to emerge and using those acts to re-design the original object. Through the research findings, I aim to produce further knowledge, through field trials, on design processes that deal with designing for leisure and pleasure rather …

KW - research-through-design

KW - design process

KW - in-the-wild

KW - design-after- design

KW - museum

U2 - https://doi.org/10.1145/3468002.3468237

DO - https://doi.org/10.1145/3468002.3468237

M3 - Conference abstract in proceedings

SP - 30

BT - Companion Publication of the 2021 ACM Designing Interactive Systems Conference

PB - Association for Computing Machinery

ER -

ID: 86240290