Play, Craft and Digital Life: Emerging Directions in Professional Design
12.10.2006, 1:00-2:00pm, Oslo School of Architecture and Design
This presentation discusses future directions in professional design by challenging the current conceptions of production and consumption. The main indication is that organisations that wish to innovate and foster creativity need to conceive products that exist simultaneously both in physical and online form, make designers play with users, and support crafting and voluntary development outside businesses.
Designing Social Affordances for Physical Objects
14.10.2006, Oslo School of Architecture and Design
This presentation focuses on annotating physical objects with contextual information from the viewpoints of affordance theory (Gibson 1979) and practical design of “Internet middleware”. Our starting point is the notion that linking user-generated meanings to everyday objects equips physical artifacts with new types of affordances, which we call here as social affordances (Kreijns &Kirschner 2001). These social affordances differ from the notion of perceived physical affordances (Norman 1988) in three essential aspects. First, instead of functional, their nature is principally social/socializing (Adler 2001). Second, instead of being defined by designers, social affordances are primarily defined by users. Third, unlike physical affordances, social affordances are historically accumulative; the more people annotate the same object, the richer its affordances become.