ABSTRACT
Although a light becomes an important design element, there are little techniques available to explore shapes and light effects in early design stages. We present c.light, a design tool that consists of a set of modules and a mobile application for visualizing the light in a physical world. It allows designers to easily fabricate both tangible and intangible properties of a light without a technical barrier. We analyzed how c.light contributes to the ideation process of light design through a workshop. The results showed that c.light largely expands designers' capability to manipulate intangible properties of light and, by doing so, it facilitates collaborative and inverted ideation process in early design stages. It is expected that the results of this study could enhance our understanding of how designers manipulate light in a physical world in early design stages and could be a good stepping stone for future tool development.
- Adafruit. NeoPixels. Retrieved January 2, 2018 from https://www.adafruit.com/category/168Google Scholar
- Apple. HomeKit. Retrieved January 2, 2018 from https://developer.apple.com/homekit/Google Scholar
- Auraglow. 2017. Auraglow 7W Remote Controlled Colour Changing B22 and E27 Light Bulb. Video. (19 April 2017). Retrieved January 2, 2018 from https://www.youtube.com/watch?v=4UIElAQZa4gGoogle Scholar
- Sebastian Boring, Sven Gehring, Alexander Wiethoff, Anna Magdalena Blöckner, Johannes Schöning, and Andreas Butz. 201 Multi-user interaction on media facades through live video on mobile devices. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 2721--2724. Google ScholarDigital Library
- Virginia Braun, and Victoria Clarke. 2006. Using thematic analysis in psychology. Qualitative research in psychology 3, 2 (2006), 77--101.Google Scholar
- Amber Case. 2015. Calm technology: Principles and patterns for non-intrusive design. O'Reilly Media.Google Scholar
- Emilie Chalcraft. 2013. Driverless cars and OLED headlights by Audi at CES 2013. (January 2013). Retrieved January 2, 2018 from https://www.dezeen.com/2013/01/11/piloted-driving-and-oled-lighting-technology-presented-by-audi-at-ces/Google Scholar
- Kyungah Choi, Jeongmin Lee, and Hyeon-Jeong Suk. 2016. Context-based presets for lighting setup in residential space. Applied ergonomics 52, 222--231.Google Scholar
- Marcelo Coelho, Jamie Zigelbaum, and Joshua Kopin. 2011. Six-forty by four-eighty: the post-industrial design of computational materials. In Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction, 253--256. Google ScholarDigital Library
- Design Council. 2007. Eleven lessons: Managing design in eleven global companies-desk research report.Google Scholar
- Cutecircuit. 2015. Mirror Handbag. Retrieved January 2, 2018 from https://shop.cutecircuit.com/collections/accessories/products/mirror-handbagGoogle Scholar
- Margarita Dekoli, and Bakhtiar Mikhak. 2004. CODACHROME: a system for creating interactive electronic jewelry for children. In Proceedings of the 2004 conference on Interaction design and children: building a community, 139--140. Google ScholarDigital Library
- Tomas Dorta, Edgar Perez, and Annemarie Lesage. 2008. The ideation gap:: hybrid tools, design flow and practice. Design studies 29, 2, 121--141.Google Scholar
- Tim Edensor. 2012. Illuminated atmospheres: anticipating and reproducing the flow of affective experience in Blackpool. Environment and Planning D: Society and Space 30, 6, 1103--1122.Google ScholarCross Ref
- Michael Fox. 2016. Interactive Architecture: Adaptive World. Chronicle Books.Google Scholar
- John Hardy, Christian Weichel, Faisal Taher, John Vidler, and Jason Alexander. 2015. Shapeclip: towards rapid prototyping with shape-changing displays for designers. In Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 19--28. Google ScholarDigital Library
- Chris Harrison, John Horstman, Gary Hsieh, and Scott Hudson. 2012. Unlocking the expressivity of point lights. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 1683--1692. Google ScholarDigital Library
- Björn Hartmann, Scott R Klemmer, Michael Bernstein, Leith Abdulla, Brandon Burr, Avi Robinson-Mosher, and Jennifer Gee. 2006. Reflective physical prototyping through integrated design, test, and analysis. In Proceedings of the 19th annual ACM symposium on User interface software and technology, 299--308. Google ScholarDigital Library
- Georg Hoffmann, Veronika Gufler, Andrea Griesmacher, Christian Bartenbach, Markus Canazei, Siegmund Staggl, and Wolfgang Schobersberger. 2008. Effects of variable lighting intensities and colour temperatures on sulphatoxymelatonin and subjective mood in an experimental office workplace. Applied Ergonomics 39, 6, 719--728.Google ScholarCross Ref
- Marius Hoggenmüller, and Alexander Wiethoff. 2014. LightSet: enabling urban prototyping of interactive media façades. In Proceedings of the 2014 conference on Designing interactive systems, 925--934. Google ScholarDigital Library
- Marius Hoggenmueller, and Alexander Wiethoff. 2015. Blinking Lights and Other Revelations: Experiences Designing Hybrid Media Façades. In Proceedings of the 4th International Symposium on Pervasive Displays, 77--82. Google ScholarDigital Library
- Hiroshi Ishii. 2004. Bottles: A transparent interface as a tribute to mark weiser. IEICE Transactions on information and systems 87, 6, 1299--1311.Google Scholar
- Majeed Kazemitabaar, Jason McPeak, Alexander Jiao, Liang He, Thomas Outing, and Jon E Froehlich. 2017. MakerWear: A Tangible Approach to Interactive Wearable Creation for Children. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 133--145. Google ScholarDigital Library
- Han-Jong Kim, Ju-Whan Kim, and Tek-Jin Nam. 2016. miniStudio: Designers' Tool for Prototyping Ubicomp Space with Interactive Miniature. In Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 213--224. Google ScholarDigital Library
- Woohun Lee, and Jun Park. 2005. Augmented foam: A tangible augmented reality for product design. In Proceedings of International Symposium on Mixed and Augmented Reality, 106--109. Google ScholarDigital Library
- Remco Magielse, and Philip R Ross. 2011. A design approach to socially adaptive lighting environments. In Proceedings of the 9th ACM SIGCHI Italian Chapter International Conference on Computer-Human Interaction: Facing Complexity, 171--176. Google ScholarDigital Library
- NooElec. WS2801 LED Pixels. Retrieved January 2, 2018 from http://www.nooelec.com/store/25pc-12mm-diffused-rgb-led-pixels-5v-ws2801-drivers-waterproof-addressable-color.htmlGoogle Scholar
- Santiago Ortega-Avila, Jochen Huber, Nuwan Janaka, Anusha Withana, Piyum Fernando, and Suranga Nanayakkara. 2014. SparKubes: exploring the interplay between digital and physical spaces with minimalistic interfaces. In Proceedings of the 26th Australian Computer-Human Interaction Conference on Designing Futures: the Future of Design, 204--207. Google ScholarDigital Library
- Osram. LIGHTIFY. Retrieved January 2, 2018 from https://www.osram.com/cb/lightify/index.jspGoogle Scholar
- Jin-Yung Park, and Tek-Jin Nam. 2007. Understanding dynamic design elements for information representation of ambient media. In Proceedings of IASDR07.Google Scholar
- Amanda Parkes, and Hiroshi Ishii. 2009. Kinetic sketchup: motion prototyping in the tangible design process. In Proceedings of the 3rd International Conference on Tangible and Embedded Interaction, 367--372. Google ScholarDigital Library
- Roshan Lalintha Peiris, and Suranga Nanayakkara. 2014. PaperPixels: a toolkit to create paper-based displays. In Proceedings of the 26th Australian Computer-Human Interaction Conference on Designing Futures: the Future of Design, 498--504. Google ScholarDigital Library
- Philips. Hue. Retrieved January 2, 2018 from https://www2.meethue.com/en-usGoogle Scholar
- Henrika Pihlajaniemi, Toni Österlund, and Aulikki Herneoja. 2014. Urban echoes: adaptive and communicative urban lighting in the virtual and the real. In Proceedings of the 2nd Media Architecture Biennale Conference: World Cities, 48--57. Google ScholarDigital Library
- Cecil Piya, Senthil Chandrasegaran, Niklas Elmqvist, and Karthik Ramani. 2017. Co-3Deator: A Team-First Collaborative 3D Design Ideation Tool. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 6581--6592. Google ScholarDigital Library
- Carsten Röcker, Thorsten Prante, NA Streitz, and Daniel van Alphen. 2004. Using ambient displays and smart artefacts to support community interaction in distributed teams. In Proceedings of the OZCHI Conference, 22--24.Google Scholar
- Norbert FM Roozenburg, and Johannes Eekels. 1995. Product design: fundamentals and methods. Wiley Chichester.Google Scholar
- Daniel Saakes, and Pieter Jan Stappers. 2009. A tangible design tool for sketching materials in products. AI EDAM 23, 3, 275--287. Google ScholarDigital Library
- Samsung. Samsung SmartThings. Retrieved January 2, 2018 from https://www.samsung.com/us/smart-home/Google Scholar
- Philipp Schardt, Michael Schmitz, Hannes Käfer, and Eric Hofmann. 2015. Lichtform: A Shape Changing Light Installation. In Proceedings of the 4th International Symposium on Pervasive Displays, 259--260. Google ScholarDigital Library
- Donald A Schon. 1984. The reflective practitioner: How professionals think in action. Basic books.Google Scholar
- Donald A Schön. 1987. Educating the reflective practitioner: Toward a new design for teaching and learning in the professions. Jossey-Bass.Google Scholar
- Thomas Schroepfer, Suranga Nanayakkara, Anusha Withana, Juan Pablo, Thomas Wortmann, Alex Cornelius, Yu Nong Khew, and Aloysius Lian. 2014. nZwarm: a swarm of luminous sea creatures that interact with passers-by. In Wellington LUX 2014.Google Scholar
- Susanne Seitinger, Daniel S Perry, and William J Mitchell. 2009. Urban pixels: painting the city with light. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, 839--848. Google ScholarDigital Library
- Solderlab. Glediator - LED matrix control software. Retrieved January 2, 2018 from http://www.solderlab.de/index.php/software/glediatorGoogle Scholar
- no new folk studio. 2016. Orphe Smart footwear for Artists&Performers. Video. (20 June 2016). Retrieved January 2, 2018 from https://www.youtube.com/watch?v=9wzYunGFPLE&feature=youtu.beGoogle Scholar
- ThingM. 2010. BlinkMSequencer. (October 2010). Retrieved January 2, 2018 from http://blog.thingm.com/2010/10/new-blinkmsequencer-features/Google Scholar
- Cesar Torres, Jasper O'Leary, Molly Nicholas, and Eric Paulos. 2017. Illumination Aesthetics: Light as a Creative Material within Computational Design. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 6111--6122. Google ScholarDigital Library
- Carlo Volf. 2011. Light and the Aesthetics of Perception. The Nordic Journal of Aesthetics 22, 40--41.Google ScholarCross Ref
- Alexander Wiethoff, and Sven Gehring. 2012. Designing interaction with media façades: a case study. In Proceedings of the Designing Interactive Systems Conference, 308--317. Google ScholarDigital Library
- H. James Wilson, Baiju Shah, and Brian Whipple. 2015. How people are actually using the Internet of Things. (October 2015). Retrieved January 2, 2018 from https://hbr.org/2015/10/how-people-are-actually-using-the-internet-of-thingsGoogle Scholar
Index Terms
c.light: A Tool for Exploring Light Properties in Early Design Stage
Recommendations
A study of the role of user-centered design methods in design team projects
User-centered approaches to design can guide teams toward an understanding of users and aid teams in better posing design problems. This paper investigates the role of user-centered design approaches in design process and outcome within the context of ...
Projective techniques for projection technologies
DUX '05: Proceedings of the 2005 conference on Designing for User eXperienceTo facilitate the development of a new home-entertainment device (a portable projector with built-in speakers and a DVD player) we conducted in-home interviews that explored home entertainment activities, presented a demo of a rough prototype, and ...
Design methods for the future that is now: have disruptive technologies disrupted our design methodologies?
CHI EA '14: CHI '14 Extended Abstracts on Human Factors in Computing SystemsResponsive Design. Mobile First. Agile Development. Lean UX. Crowdsourcing. Machine Learning. In a world that has been disrupted by new technologies and approaches, what does it mean to do "front-end" or "user-centered design"? Are we relying on methods ...
Comments