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Research

PostDoc Research: Design Philosophy for Things that Change – Umeå Inst. of Design

I am currently a postdoctoral research fellow at the Umeå Institute of Design (UID) in Umea, Sweden. I work collaboratively with Heather Wiltse and Johan Redström on the project “Design Philosophy for Things that Change” funded by the Wallenberg Foundation.

The purpose of this design research project is to develop a design philosophy for things that change: a philosophical and aesthetical foundation that forms and informs a design practice capable of conceptually handling the complexity of the evolving, globally connected and locally manifested socio-technical landscapes now created using networked computational technologies and digital media. It seeks to investigate what happens when computational processes, dynamic networks, and contextual customization emerge as factors as important as form, function and material were for designing, using, and understanding objects in the industrial age.

The project leaders have already completed promising pilot studies in this area, beginning to identify a shift from stable things to fluid assemblages and articulate what that means for design and for human-technology relations (Redström and Wiltse 2015a, 2015b; Wiltse, Stolterman and Redström 2015). Both have interdisciplinary backgrounds and are experienced in bringing different perspectives together in productive ways. They also have a track record of scientific contributions to different fields, both individually and in previous collaborations. They will take the lead on philosophical development—with the primary intended output being a book published by a leading academic press—while also coordinating and working with the other project activities.

There are lots of different outputs planned. These will be shared soon.

Follow this project on ResearchGate!

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Research Uncategorized

PostDoc Research: Investigating the Design & Deployment of Calmer – UBC

While I was a postdoctoral fellow at the University of British Columbia I also had the pleasure to work with Liisa Holsti and Karon MacLean as well as other project collaborators on the project Calmer.

Calmer is a technology that simulates key aspects of maternal skin-to-skin holding for prematurely born infants. Developing Calmer has been a 10-year project by several researchers and clinicians; and it is an ongoing project. While I came in late, my work was about objectively discovering and describing what this 10-year design process and the deployment studies entailed including its inspiration, approach, physical design, and introduction into the Neonatal Intensive Care Unit. I lead this discovery research exercise (through several interviews, conversations, and reviewing all materials) and as a result also lead the writing of an article for a top-tier publication aimed for the design research community. This was a greatly valuable exercise for me.  The submission is currently under review.

There is a project website and a news video about Calmer.

The publication received a Best Paper award.

Hauser, S., Suto, M.J., Holsti, L., Ranger, M., & MacLean, K.E., (2020). Designing and Evaluating Calmer, a Device for Simulating Maternal Skin-to-Skin Holding for Premature Infants. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI ’20). ACM, New York, NY, USA, Paper 201, 13 pages.

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Teaching

GRAD PROGRAM & COURSE: Designing for People – Post-Doc Work at UBC

University of British Columbia, Graduate Program Development and Teaching, Fall 2018 – Summer 2019

In collaboration with:  Joanna McGrenere and Karon MacLean.

I was a postdoctoral research fellow at the Computer Science Dept. at The University of British Columbia (UBC) in Vancouver, BC for 10 months. During that time, I worked for the Design for People (DfP) NSERC-funded Collaborative Research and Training Experience Program (CREATE) initiative developing an interaction design-oriented graduate program. (See an overview of all program elements here).

The DFP CREATE is a unique, cross-disciplinary graduate training opportunity developed at UBC. Masters and PhD students from participating units across campus bring their disciplinary knowledge and work together in a variety of program elements including hands-on project experience with external partners, to develop research and professional skills and holistic design understanding.

DFP graduate students will learn to transcend disciplinary boundaries to work in teams that advance new products and services through user research and product development. They will fill high-demand and leadership positions where technology design and people’s need converge, in areas such as health, architecture, urban planning, robotics, learning, policy, and many more.

The DFP CREATE’s program elements are two core courses, a suite of professional skills modules, and a selection of DFP-recognized elective courses:

Screenshot 2019-10-23 at 10.05.00

The core courses are:

  • DFP Fundamentals: Cross-disciplinary foundations for the human-centered design of interactive technologies.
  • DFP Project: A team-oriented design project course in which student teams work on a partner-supported project, where the partners come from industry, government, not-for-profit, and research groups.

I co-taught DFP Project in the Spring of 2019. In that course students worked in three groups on projects supported by tableau, weatherbug, and BC Health Authorities. The work of the student projects can be seen in their showcase videos here.

 

 

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PORTFOLIO Research

PhD RESEARCH: Human-Computer Interaction Research through Postphenomenology

Simon Fraser University, SIAT, PhD thesis research.

Supervised by:  Prof. Ron Wakkary (SFU and Technical University Eindhoven), Prof. Peter-Paul Verbeek (University of Twente, The Netherlands), and Prof. Carman Neustaedter (SFU).

Design-oriented HCI (Human-Computer Interaction) through Postphenomenology 

A design research inquiry informed by philosophical perspectives on technology

This research explores intersections between philosophy of technology, especially the postphenomenological approach and its frameworks, and Design-oriented HCI research. In particular, this doctoral thesis project aims to show how postphenomenology can be utilized in design research and help guide efforts of exploring to better attend to human-centeredness in HCI.

I successfully defended my PhD on July 19th, 2018. Kristina Höök (KTH Royal Institute of Technology, Sweden) was my external examiner. Gabriela Aceves-Sepulveda was my internal examiner at SFU.

 

ABSTRACT

This doctoral dissertation presents a reflexive account of a design researcher exploring a way to complement human-centered approaches in design-oriented Human-Computer Interaction (HCI) through postphenomenology. This endeavour is based on the possibility that human-centeredness in HCI may obscure aspects of the understanding of humans, technology, and the relations that come about between them. Postphenomenology, a contemporary strand of the philosophy of technology, seems to offer conceptualizations and a more holistic view that can deepen an understanding of the human and the many different kinds of relations that can emerge with technology in the context of HCI.

Motivated by this, the objective of this dissertation is to explore how postphenomenology can contribute a holistic perspective on human relations with technology that can help complement and expand human-centered approaches to design research and practice. To address this, postphenomenology is introduced as a novel analytical framing. Then, three cases of reflective design research practice are presented that illustrate how postphenomenology can be of value as a productive analytical lens by using it: (i) to retrospectively analyze an empirical design ethnography study of guide dog teams, (ii) to analyze a Research through Design (RtD) deployment study of the table-non-table, and (iii) to create a synthesized analysis of a range of contemporary prior RtD projects in an annotated portfolio to generatively open up new ways of looking at them and provide a scaffolding for future research opportunities.

What is revealed in design-oriented HCI through postphenomenology, as demonstrated in this dissertation, is a holistic perspective on the matters concerning the field of HCI that can be complementary to previous ways of understanding. Postphenomenology opens up a view of the human that in one way decenters the human and puts technology and the mediating effect of technology at the center. In this, the human, still a central concern, is understood as technologically mediated. This perspective overcomes a narrow view of the human present in human-centered approaches and it can help HCI researchers get a more holistic view of the human while taking into account the relations that in fact ‘make’ the human.

Keywords:     human-technology relations; postphenomenology; reflective design research practice; field work; human-animal relations; posthumanism

 

Publications from my doctoral work include (and there is more to come):

My Dissertation [PDF].

Hauser, S., Oogjes, D., Wakkary, R., Verbeek, P. (2018). An Annotated Portfolio on Doing Postphenomenology Through Research Products. In Proceedings of the 2018 Designing Interactive Systems Conference (DIS ’18). ACM, New York, NY, USA, 459-471. *Best paper award! [PDF]

Hauser, S. 2018. Doing Postphenomenology through Things: Interdisciplinary Overlap Between Design Research and Philosophy of Technology. 2018 Conference on Human-Technology Relations: Postphenomenology and Philosophy of Technology (PHTR 2018). (Paper Abstract and Talk). University of Twente, The Netherlands.

Hauser, S., Wakkary, R., Odom, W., Verbeek, P., Desjardins, A., Lin, H., Dalton, M., Schilling, M., & de Boer, G. (2018). Deployments of the table-non-table: A Reflection on the Relation Between Theory and Things in the Practice of Design Research. In Proceedings of the ACM conference on Human Factors in Computing Systems (CHI ’18). ACM, New York, NY, USA. (13pgs). [PDF]

Wakkary, R., Oogjes, D., Lin, H., & Hauser, S. (2018). Philosophers Living with the Tilting Bowl. In Proceedings of the ACM conference on Human Factors in Computing Systems (CHI ’18). ACM, New York, NY, USA. (12pgs). *Best paper honorable mention award! [PDF]

Wakkary, R., Desjardins, A., & Hauser, S. (2016) Unselfconscious Interaction. Interacting with Computers. 2016; 28 (4): 501-520. doi: 10.1093/iwc/iwv018. (19pgs). [PDF]

Wakkary, R., Odom, W., Hauser, S., Hertz, G., & Lin, H. (2015). Material Speculation: Actual Artifacts for Critical Inquiry. In Proceedings of The Fifth Decennial Aarhus Conference on Critical Alternatives (AA ’15). Aarhus University Press 97-108. (11pgs). [PDF]

Hauser, S., Wakkary, R., & Neustaedter, C., (2014). Understanding guide dog team interactions: design opportunities to support work and play. In Proceedings of the 2014 ACM conference on Designing interactive systems (DIS 14). ACM, NY, USA, pp. 295-304. (10pgs). [PDF]

 

 

 

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Design PORTFOLIO Research

RESEARCH ARTEFACT & STUDY: table-non-table, crafting & deployments – SFU

Simon Fraser University, SIAT, Everyday Design Studio.

In 2013, collaboratively with my research group at the Everyday Design Studio we designed a research artefact: the table-non-table (TNT).

I have lead multiple series of deployment studies with the table-­non-­table between 2013-­2017. The table-­non-­table is a main part of my doctoral work and thesis in which I explore how non-­utilitarian design artefacts mediate human-­world relations through the lens of postphenomenology.

The table-­non-­table is a moving table-­like heavy structure made of about 1000 sheets of stacked paper on an aluminum chassis. It challenges assumptions around use-­centric, utilitarian ideas of technologies and technology design. The table-non-table, informed by the notion of everyday design, manifests an approach that sees interactive artifacts as resources for creative use and reuse. It is our approach to design for everyday competences (for instance competences around using paper as a material is well-known). In previous studies, we looked at practices of everyday design and their composition of material, competences, and meaning (see our TOCHI 2013 paper).

The TNT and its study findings have been mentioned and described in several publications:

Hauser, S., Wakkary, R., Odom, W., Verbeek, P., Desjardins, A., Lin, H., Dalton, M., Schilling, M., & de Boer, G. (2018). Deployments of the table-non-table: A Reflection on the Relation Between Theory and Things in the Practice of Design Research. In Proceedings of the ACM conference on Human Factors in Computing Systems (CHI ’18). ACM, New York, NY, USA. (12pgs). [PDF]

Wakkary, R., Desjardins, A., & Hauser, S. (2015) Unselfconscious Interaction. Interacting with Computers. iwv018. (pp.1-20).

Wakkary, R., Odom, W., Hauser, S., Hertz, G., & Lin, H. (2015). Material Speculation: Actual Artifacts for Critical Inquiry. In Proceedings of the 5th decennial conference on Critical computing: Critical Alternatives. (CC ’05). ACM Press. (accepted, in press).

OdomW., & Wakkary, R. (2015). Intersecting with Unaware Objects. In Proceedings of the 2015 ACM SIGCHI Conference on Creativity and Cognition (C&C ’15). ACM, New York, NY, USA, 33-42.

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PORTFOLIO Teaching

ONLINE COURSE: Philosophy of Technology & Design – Univ. of Twente

University of Twente, Future Learn, Mentoring, Fall 2017 and Spring 2018

In collaboration with:  Prof. Peter-Paul Verbeek (University of Twente), and Roos de Jong (University of Twente).

I am a mentor of the online course “Philosophy of Technology and Design: Shaping the Relations Between Humans and Technologies“. This is a MOOC (massive open online course), which is an online course aimed at unlimited participation and has open access via the web on FutureLearn. We have so far run this course twice and have plans to continue in the future.

Access the course HERE

Some more information from the course website:

Learn about the impact of technology on society. Explore the philosophy of technology and mediation theory, focused on design.

This course has been created for anyone interested in the relations between technology and society, and in particular for people working or studying in philosophy, engineering, design, social science and policy. The course might be specifically relevant to those interested in what philosophical analysis can contribute to the practice of design, engineering, and policy-making.

Understanding and designing the relations between technology and society

In every aspect of our lives we make use of all kinds of technologies. Technologies can anticipate needs or solve problems, and they can extend or enhance human capacities and activities. Technologies have made life easier, but also complicated our world. In this course you will get acquainted with some key approaches in philosophy of technology and design. The course focuses on the relations between humans and technologies. You will learn how philosophy can help us understand the social implications of technologies. And you will find out how to apply these insights in the practice of design.

Topics covered

  • Introduction into some classical thinkers in philosophy of technology.
  • Reflecting on the power of technology and if humans are still in control.
  • Learning about the philosophical approach of technological mediation.
  • Applying the ethical dimension of technology to the design process.

By the end of the course, students will be able to…

  • Evaluate some classical thinkers in philosophy of technology.
  • Reflect on the power of technology: are humans still in control?
  • Explore the contemporary philosophical approach of technological mediation.
  • Engage in case studies to get insights in the impact of technology on society and human life.
  • Debate the ethical dimension of technology and apply this to design.
  • Discuss the ethical limits of designing technologies that influence our behaviour.
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Design PORTFOLIO Research

RESEARCH ARTEFACT & STUDY: Tilting Bowl, crafting & deployments – SFU

Simon Fraser University, SIAT, Everyday Design Studio.

The tilting bowl is a glazed porcelain bowl that periodically tilts. Similar to the table-non-table, the tilting bowl tilts in short durations (3-8 seconds) at random intervals 3-6 times a day. It is approximately 35 centimeters in diameter, 16 centimeters in height and weighs approximately 3 kilograms. The tilting bowl is a fully functional bowl. The form of the bowl was produced through a type of parametric design and we utilized digital processes in the making of its mold for slip-casting. The aim of the bowl is to find the simplest and most common design form (bowls have been made for millennia) that could be integrated with an equally simple approach to computational and digital technologies. The tilting bowl is a multiple of six bowls.

The bowls are currently being deployed in households for longer periods of time. Initially for four to six months in households of philosophersand in a second deployment study for twelve months. Participants will be asked to maintain a micro-blog, keep a photo diary, and take part in a semi-structured interview.

The bowls were made in collaboration with Material Matters (ECUAD) with funding support by NSERC and SSHRC.

We have published a paper about the initial study of the tilting bowl. The postphenomenological framing of the tilting bowl is based on my doctoral work.

Wakkary, R., Oogjes, D., Lin, H., & Hauser, S. (2018). Philosophers Living with the Tilting Bowl. In Proceedings of the ACM conference on Human Factors in Computing Systems (CHI ’18). ACM, New York, NY, USA. (12pgs). *Best paper honorable mention award! 

 

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PORTFOLIO Teaching

STUDIO COURSE: 2nd year 2017, Interaction Design – Emily Carr Univ. of Art & Design

Following up our success of Spring 2016 (CLICK HERE FOR MORE INFORMATION AND IMAGES OF THIS COURSE!) , in the Spring term of 2017 I co-taught the 4D Core Design Studio III course at Emily Carr University of Art and Design in collaboration with Markus Schilling. This course is an introduction to Interaction Design for 2nd year design students with an Interaction Design mayor. We developed the curriculum for this course which has been taken up by other instructors as well.

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Design PORTFOLIO Research Uncategorized

RESEARCH ARTEFACT & STUDY: Morse Things, crafting & deployments – SFU

Simon Fraser University, SIAT, Everyday Design Studio.

The Morse Things project investigates the nature of relations between people and computational things in the making of everyday life. Specifically, Morse Things explores the notion of the Internet of Things, in addition to connectivity, sensing and data, the project aims to understand the materiality, temporality and human relationships that constitute and potentially undermine the current concept of the Internet of Things.

At the center of the Morse Things project are multiple sets of three networked ceramic cups and bowls. The cups and bowls digitally communicate between themselves as they progress over time toward an “awareness” of their potential group and networked existence. The data communication between the Morse Things is expressed through sound by each cup or bowl in Morse code; and over the Internet on Twitter.

The Morse Things are continuously being deployed in several long-term (several months) studies in peoples’ homes and apartments. The aim of the project is to make material and visible the non-human to non-human communication among digital things. Our goal is to understand the long-term and lived with experiences these create and unexpected opportunities that are constructed through our daily lives with such artifacts.

The Morse Things were made with the assistance of Material Matters (ECUAD) with funding support by 4TU.Federation – Design United, Eindhoven University of Technology (TU/e), NSERC and SSHRC.