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dysfunctional things
dysfunctional things

A Thesis project on Home, Health and Product Design

Does the products around us affect our health? Do we have dysfunctional products just like we have dysfunctional families? If we suppose that the world around us is a reflection of our selves, is it even possible for us to have "healthy" artifacts?


Background
Design and aesthetics has rendered an increasing attention within HMI the last decade or so. Design is seen as a way of creating better and user-friendlier technical products. But the role of aesthetics and design is still seen as from a technical perspective rather then a design perspective. This thesis attempts to look at and create a basis for understanding of design as both a process and an aesthetic practice within the HCI context.

Methods
The focus of my empirical work is on general unhealth issues and the use of information technology in domestic environments. Since I'm interested in the relation between the personal and the public, I'm looking into common diseases and how they reflect the current state of the society. I'm also looking at the Smart home area, particularly some initiatives in Home health care. My methods are multiples ranging from surveys, interviews and user studies to design concepts, developing products and finally to evaluate them.

My research questions are:

  • What is the relation between design and health?
  • What are the aesthetical issues in the design of products for Home health care?
  • What is "healthy" and "unhealthy" in the home?

The "Virus" project focuses on general health problems and how artifacts in a "smart" home can prevent them. The project points out two related areas for unhealth: Mental overload and Physical under load. Those two syndromes together create the most common unhealth problems today like stress, insomnia, back problems, heart problems and depression. Stress is considered one of the largest reasons for sick leaves today and costs for social insurances are peaking. The Virus project makes design suggestion in three related areas: Room for movement, Sleep and relaxation and Communication. One of these suggestions The Photo answerer is now being developed into four functioning prototypes that will be tested by four different families. Another case study is done on Brainball, a game where you compete in relaxation by measuring the player's brain activity with EEG. Brainball also relates to stress, competiveness and self-control and is developed in the border zone of art, design and research. It is in itself a statement about the state of our society and does the opposite of what IT usually does, by provoking you to empty your brain of sensations.

Theory
I use several different theories from sociology, feminism, cultural studies, psychology and map them on design and aesthetics. For example I use the feministic theory of the double invisibility to criticise the concept of the invisible computer. Semiotics has provided me with a tool for criticising and reflecting about seemingly 'natural' ways of designing and made me aware of reality as a construction and of the roles played by us constructing or designing it.
I am also influenced by the health sociologist Antonovsky and his work to understand what makes us cope with the strains of life. His methods can be used on the material world to understand how this affects us mentally and what we could do to improve it. Here I am beginning to look at the concept of meaning and how important it is to experience the world as meaningful. Meaning, sense and understanding are concepts that are closely related to aesthetics, in the Greek meaning "what meets the senses", the total experience of a product. I am starting to think of aesthetics as a kind of tacit knowledge that make the world meaningful.

Another focus is on the relation between the internal world, with its subjective experiences and personal relations and the public world of objective facts and technical systems. I believe that design holds a key role in the externalisation of values and actions into an objective reality, a reality that subsequently is internalised back to the individual through the socialization process. These ideas are mainly informed by theories from sociology and Berger & Luckmann, but also relate to pattern theory by Christoffer Alexander. In the design process our physical and cultural values are materialized and given a tangible form. With terms borrowed from Habermas this could also be seen as the interplay between the "life world" and the "system". The design and development of artefacts usually takes place in the system world in rather tight economic and commercial frames. Therefore, the results of design-processes are products of the system rather then the individual notions of the life world and materialization's of those values.

Studying the design process itself become part of my reflection on the cases. Particularly in the multidisciplinary setting that constitutes the interactive Institute. Donald Schöns ideas are important, as well as other that have contributed to the discussion about design knowledge and aesthetical practises.

I want to thank my advisor Yngve Sundblad at CID, KTH, which is my academic home and that also cofinances this research. I also want to thank my other advisors Bo Dahlbom, SITI and Ingvar Sjöberg, II

start: Jun. 2000
end: Nov. 2003

project leader:
Sara Ilstedt Hjelm

publications:

  • The Dysfunctionality of Everyday Things, 5th EAD Conference, Barcelona 2003.
  • The Making of Brainball, Interactions Vol X nr 1
  • Semiotics and product design, CID report 2002
  • Virus: IT, hälsa och framtidens boende, project report
  • "Everything you ever wished for" Modern Museum, Catalogue to What if - Art on the verge of architecture and design, Modern Museum 2001
  • "Behovet av design" in Ed Susanne Helgesson, Svenska Former, Prisma 2000
  • Brainball - using brainwaves for cool competition, paper presented at NordiCHI 2000
  • "Handla , design och den globala konsumtionen", in Handla! Nerenius & Santerus 1997
  • May work be fun?Paper on European Academy of Design conference in Stockholm, 1997
  • Könsmaskiner, i Bang 1996, (in English Gendermachines)

    cooperation:

  • CID, KTH

    related projects:

  • fotosvararen
  • virus
  • Brainball
  • Amoeba
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