This investigation explores relations between 1) a theory of human cognition, called Embodied Cognition, 2) the design of interactive systems and 3) the practice of ‘creative group meetings’ (of which the so-called ‘brainstorm’ is perhaps the best-known example). The investigation is one of Research-through-Design (Overbeeke et al., 2006). This means that, together with students and external stakeholders, I designed two interactive prototypes. Both systems contain a ‘mix’ of both physical and digital forms. Both are designed to be tools in creative meeting sessions, or brainstorms. The tools are meant to form a natural, element in the physical meeting space. The function of these devices is to support the formation of shared insight: that is, the tools should support the process by which participants together, during the activity, get a better grip on the design challenge that they are faced with. Over a series of iterations I reflected on the design process and outcome, and investigated how users interacted with the prototypes.
This work explores the potential of doing collaborative data physicalization for discussing (un)sustainable practices. For this purpose, it draws on experiences from several data physicalization workshops during the period of 2018-2022, conducted in Amsterdam, The Netherlands, which were available to mostly inexpert groups of people, including almost a hundred primary school students. This paper particularly focuses on a recent held dataphys workshop with over 20 adult participants, such as including international students and climate activists. Based on learner reports (self-assessment questionnaires) (N=20), and observations, it was found that the process of making data physicalizations in workshop and educational settings can be beneficial for engaging in collaborative creative and critical discussion of (un)sustainable practices. Particularly, the participants positively indicated to have learned from the dataphys workshop on a 5-point Likert scale and agreed that it enabled (1) critical thinking, (2) data understanding, (3) creativity, (4) collaboration, and (5) awareness of (un)sustainable practices. This paper presents the workshop format, including ingredients such as live cartoon capturing, and challenges in realizing such value in the context of sustainability, such as including a wider public, the conscious use of data and materials, and discussable effective outcomes.
The way that innovation is currently done requires a new research methodology that enables co-creation and frequent, iterative evaluation in realworld settings. This paper describes the employment of the living lab methodology that corresponds to this need. Particularly, this paper presents the way that the Amsterdam University of Applies Sciences (HvA) incorporates living labs in its educational program with a particular focus on ambient intelligence. A number of examples are given to illustrate its place in the university’s curriculum. Drawing on from this, problems and solutions are highlighted in a ‘lessons learned’ section.