We are all bored. We are bored on the endless steppes of social media, bored while waiting in front of the open bridge, bored by the daily routines of our work. Will we ever get bored of boredom so much that we give in? Will we allow ourselves to live in new bodies, to do what we really want, to distinguish between to-do and not-to-do?
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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 thesis was simply a research done to see how the manor amsterdam can use technologies to enhance its guest eperience. Surveys and intervews were conducted to see what the guest preferences were after which an implementation process was also drawn up.
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