E. Giaccardi
Please Note
21 records found
1
Queering AI (Mariconiando a la AI)
(Re)orienting Design Practice Towards Co-Predictive Relations
Synthesizing what these experiments make perceptible in practice, the dissertation distills three queer practice (re)orientations—trans/mutations (toward indeterminacy), algorithmic borderlands (toward thresholds), and dis/identificatory codings (toward illegibility)—and translates them into tactics for design research with predictive systems. The research yields three contributions: 1) introduces co-predictive relations as a theoretical framework countering logics of separability in predictive systems; (2) advances autotheory as an epistemically generative queer design method; and (3) offers redirective pathways for designers and scholars to cultivate desirable un/predictability and queer futurities. By positioning queering as a mode of intervention within AI research, the dissertation contributes to Human Computer Interaction, Society and Technology Studies, design, and futures studies. Through this, the thesis shifts queer discourse from identity-based legibility toward a politics of possibility, concerned not only with who is rendered recognizable by AI, but with how worlds are made and transformed through the design of co-predictive relations.
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Synthesizing what these experiments make perceptible in practice, the dissertation distills three queer practice (re)orientations—trans/mutations (toward indeterminacy), algorithmic borderlands (toward thresholds), and dis/identificatory codings (toward illegibility)—and translates them into tactics for design research with predictive systems. The research yields three contributions: 1) introduces co-predictive relations as a theoretical framework countering logics of separability in predictive systems; (2) advances autotheory as an epistemically generative queer design method; and (3) offers redirective pathways for designers and scholars to cultivate desirable un/predictability and queer futurities. By positioning queering as a mode of intervention within AI research, the dissertation contributes to Human Computer Interaction, Society and Technology Studies, design, and futures studies. Through this, the thesis shifts queer discourse from identity-based legibility toward a politics of possibility, concerned not only with who is rendered recognizable by AI, but with how worlds are made and transformed through the design of co-predictive relations.
Designing with improvisations
How everyday practices with technologies shape sustainable transitions
Empirically, the research focuses on the transition from gas boilers to heat pumps in Dutch homes. Implementing heat pumps for residential buildings on a large scale should reduce CO2 emissions and save energy while providing comfortable indoor climate of homes. However, in everyday life in households, heat pumps are often not used as the technology developers intended. Ethnography, design research and interviews with value chain professionals are used to gather data and better understand how everyday practices with technologies are performed and understood.
Based on this analysis, I question dominant human-centered design approaches, which prioritize individual users and align with current practices, arguing that they fall short in supporting societal transitions. In my work I take steps towards a more-than-individual-human-centered approach, which embraces the improvisational nature of everyday life and the co-performance of humans and technologies, with the goal of benefitting design work within sustainable transitions. ...
Empirically, the research focuses on the transition from gas boilers to heat pumps in Dutch homes. Implementing heat pumps for residential buildings on a large scale should reduce CO2 emissions and save energy while providing comfortable indoor climate of homes. However, in everyday life in households, heat pumps are often not used as the technology developers intended. Ethnography, design research and interviews with value chain professionals are used to gather data and better understand how everyday practices with technologies are performed and understood.
Based on this analysis, I question dominant human-centered design approaches, which prioritize individual users and align with current practices, arguing that they fall short in supporting societal transitions. In my work I take steps towards a more-than-individual-human-centered approach, which embraces the improvisational nature of everyday life and the co-performance of humans and technologies, with the goal of benefitting design work within sustainable transitions.
This dissertation employs a programmatic Research-through-Design process. A multiplicity of methods such as theoretical analysis, auto-ethnography, imaginary artefacts, material-driven design and a longitudinal ethnographic study are deployed. Within the research program, I conducted two main design experiments, including the creation of cyanobacteria-based living artefacts and the characterization of their temporal patterns..... ...
This dissertation employs a programmatic Research-through-Design process. A multiplicity of methods such as theoretical analysis, auto-ethnography, imaginary artefacts, material-driven design and a longitudinal ethnographic study are deployed. Within the research program, I conducted two main design experiments, including the creation of cyanobacteria-based living artefacts and the characterization of their temporal patterns.....
Designing-with AI
More-than-human Design in/through Practice
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Acknowledging that humans coexist with other forms of life, Eco-Urban Futures takes a more-than-human approach in designing the computational model and a simulation platform. The notion of more-than-human bodies was constructed as a strong concept to explore alternative modes of making sense of and acting upon data toward more-than-human forest governance. The designed interface enables users to navigate the forest data across diverse temporal, spatial, and agential scales, thereby urging policymakers, urban planners, and citizens to reimagine healthier futures for us-with-the-forest. ...
Acknowledging that humans coexist with other forms of life, Eco-Urban Futures takes a more-than-human approach in designing the computational model and a simulation platform. The notion of more-than-human bodies was constructed as a strong concept to explore alternative modes of making sense of and acting upon data toward more-than-human forest governance. The designed interface enables users to navigate the forest data across diverse temporal, spatial, and agential scales, thereby urging policymakers, urban planners, and citizens to reimagine healthier futures for us-with-the-forest.
Consent practices and disclosure interactions in the context of digital platforms
A design proposal to improve current practices by leveraging value similarities and resolving value tensions
This thesis investigates how consent practices and disclosure interactions can be redesigned to instate future data practices and digital platform relations which both digital platform organisations and end-users desire. This thesis adopts a sociotechnical perspective on digital platforms, as in de Reuver et al. (2018) and Tilson et al. (2012). The hypothesis is that future visions on 1) digital platform relations, 2) data practices, and 3) consent practices and disclosure interactions, from digital platform organisations and end-users should be explored, defined and compared to identify commonalities that provide a foundation for solution exploration, and to identify fundamental tensions that need to be resolved to create the conditions in which new practices can be effective and meaningful.
Future visions are defined through semi-structured interviews and Context Mapping conducted with eight field experts and eight (sensitised) end-users, led by the Path of Expression line of inquiry and analysed accordingly to the Grounded Theory Method. For every future vision topic, one theoretical framework is made to extract values and sources of friction. While the first are the drivers of the future visions, the latter contain conflicting interests to resolve before they can occur. By comparing the values extracted from the future visions on consent practices and disclosure interactions from the experts and end-users, it is concluded that some values match and others clash, which are defined as value similarities and value tensions respectively.
Methods to leverage value similarities in consent practice redesign are investigated through creative sessions with (former) design students employing How To – Questions, Brainwriting and Creative Confrontation. As all values can be leveraged in different ways, strategies for creating new consent practices are defined by using a Morphological Chart. A similar creative session employing Personal Analogy, Role-Play and Scenarios is used to investigate how to resolve value tensions in a consent redesign. All common tactics used to reach agreements on the value tensions are analysed and applied to the redesign for resolving the value tensions. Eventually the design objective of the thesis is reached by creating new (aspects of) consent practices and disclosure interactions based on the design propositions, for a total of 21 design directions including 88 different ideas from several ideation activities.
The digital platform organisation Flickr served as a real-life case for applying the research insights and design directions. A new consent journey proposal which balances privacy considerations from end-users and interests of the AI community is created for obtaining users’ photos to create image data sets. The proposal is validated with representatives from Flickr, Flickr’s end-users and the AI community, and evaluated as desirable, sufficiently feasible and viable, with part of it effectively contributing to solving the design case. Additionally, the proposal enables the exercise of end-users’ digital right to privacy and consent. It’s effect on individual-level relations also contributes to solving data practice-related societal issues.
This thesis concludes that consent practices and disclosure interactions can successfully be redesigned by leveraging the set of identified value similarities and resolving the set of identified value tensions. It is also found that ensuring a match between desired practices and reducing opportunities for dissension allows redesigning consent practices to be effective and meaningful. The early assumption that the identified sources of friction are solved limits however this thesis’ effective implementations, possibly requiring future research and investigations in these regards.
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This thesis investigates how consent practices and disclosure interactions can be redesigned to instate future data practices and digital platform relations which both digital platform organisations and end-users desire. This thesis adopts a sociotechnical perspective on digital platforms, as in de Reuver et al. (2018) and Tilson et al. (2012). The hypothesis is that future visions on 1) digital platform relations, 2) data practices, and 3) consent practices and disclosure interactions, from digital platform organisations and end-users should be explored, defined and compared to identify commonalities that provide a foundation for solution exploration, and to identify fundamental tensions that need to be resolved to create the conditions in which new practices can be effective and meaningful.
Future visions are defined through semi-structured interviews and Context Mapping conducted with eight field experts and eight (sensitised) end-users, led by the Path of Expression line of inquiry and analysed accordingly to the Grounded Theory Method. For every future vision topic, one theoretical framework is made to extract values and sources of friction. While the first are the drivers of the future visions, the latter contain conflicting interests to resolve before they can occur. By comparing the values extracted from the future visions on consent practices and disclosure interactions from the experts and end-users, it is concluded that some values match and others clash, which are defined as value similarities and value tensions respectively.
Methods to leverage value similarities in consent practice redesign are investigated through creative sessions with (former) design students employing How To – Questions, Brainwriting and Creative Confrontation. As all values can be leveraged in different ways, strategies for creating new consent practices are defined by using a Morphological Chart. A similar creative session employing Personal Analogy, Role-Play and Scenarios is used to investigate how to resolve value tensions in a consent redesign. All common tactics used to reach agreements on the value tensions are analysed and applied to the redesign for resolving the value tensions. Eventually the design objective of the thesis is reached by creating new (aspects of) consent practices and disclosure interactions based on the design propositions, for a total of 21 design directions including 88 different ideas from several ideation activities.
The digital platform organisation Flickr served as a real-life case for applying the research insights and design directions. A new consent journey proposal which balances privacy considerations from end-users and interests of the AI community is created for obtaining users’ photos to create image data sets. The proposal is validated with representatives from Flickr, Flickr’s end-users and the AI community, and evaluated as desirable, sufficiently feasible and viable, with part of it effectively contributing to solving the design case. Additionally, the proposal enables the exercise of end-users’ digital right to privacy and consent. It’s effect on individual-level relations also contributes to solving data practice-related societal issues.
This thesis concludes that consent practices and disclosure interactions can successfully be redesigned by leveraging the set of identified value similarities and resolving the set of identified value tensions. It is also found that ensuring a match between desired practices and reducing opportunities for dissension allows redesigning consent practices to be effective and meaningful. The early assumption that the identified sources of friction are solved limits however this thesis’ effective implementations, possibly requiring future research and investigations in these regards.
MyRubric
A co-creative journey to activate learning communities
As resilience is still an abstract concept within the education domain, this thesis aimed to explore how it could be built and enhanced in such a context. The approach chosen to tackle that question was initially to analyze the literature regarding resilience. Then, to perform an in-depth autoethnographic study in a moment I believed resilience was systematically achieved in the Industrial Design Engineering faculty: the COVID19 lockdowns. Finally, I synthesized the learnings from that period and previous literature research into a theoretical framework that aims to assist educators in conceptualizing interventions to foster Resilience in Learning Systems.
This framework was implemented to design and evaluate MyRubric, a co-creative guide for adaptive assessment, which aims to offer a constructive, resilient alternative to the current rubric. ...
As resilience is still an abstract concept within the education domain, this thesis aimed to explore how it could be built and enhanced in such a context. The approach chosen to tackle that question was initially to analyze the literature regarding resilience. Then, to perform an in-depth autoethnographic study in a moment I believed resilience was systematically achieved in the Industrial Design Engineering faculty: the COVID19 lockdowns. Finally, I synthesized the learnings from that period and previous literature research into a theoretical framework that aims to assist educators in conceptualizing interventions to foster Resilience in Learning Systems.
This framework was implemented to design and evaluate MyRubric, a co-creative guide for adaptive assessment, which aims to offer a constructive, resilient alternative to the current rubric.
Empowering Academic Graduate Job Search
The Design and Validation of a Task-Based Vacancy Platform
Design for fairness in AI
Cooking a fair AI Dish
ObjectResponder
Researching & Prototyping for Design collaboration with Artificial Intelligence
In this report, I have explained my iterative design process using research through design approach. This project focuses on the context of Artificial intelligence and design collaboration. It also represents a design method of integrating human and non – human biases while designing intelligent products.
Abilities of Artificial Intelligence (AI) are expanding so rapidly, that it already surpasses the human in specific tasks that were not thought before. Recent advancements in machine learning algorithms (ML) and its techniques e.g. ‘deep learning’, enable the machine to develop creative content on its own (John, 2016). Meanwhile, in the design domain, people have already begun to consider artificial intelligence as new design material (Holmquist & Erik, 2017). One can consider it an intelligent design material as it can include creativity as individual machine learning models.To understand this new paradigm of using AI in the design process, I created a speculative prototype of a design toolkit called objectResponder (v1.0). A toolkit which enables to design and prototype from the perspective of AI in the ‘wild’(Rogers & Marshall, 2017). I explored this toolkit with six professional designers from various discipline. Initial results suggested that looking at the world from the perspective of the AI may enable designers to balance human and nonhuman biases, enrich a designer’s understanding of the context, and open up unexpected directions for idea generation. The results from the study initiate my graduation project with — identifying what designers need, their concerns and challenges while working with Artificial intelligence and Machine Learning projects. In my thorough investigation with professional designers and design students, I learned that there is a gap in comprehending Artificial intelligence technology in design practice. Such as, designers struggle to incorporate these technologies into their products and services due to the complex nature of it. It was also evident in the literature study that, designers’ need to understand the underpinning principle e.g. limitations of Artificial intelligence and Machine Learning (Dove, Halskov, Forlizzi, & Zimmerman, 2017). Designers’ currently working with Artificial intelligence technologies mentioned that they are looking for a tool or prototyping toolkit which integrates AI with embodied ideation and rapid prototyping methods.To understand the state-of-the-art of AI, a literature study was conducted with the exploration of various ML technologies and prototyping tools. The purpose of this literature study was to understand the state-of-the-art AI and its current state. In this literature studies, I encountered some initial prototypes of tools that showed the possibilities of Artificial intelligence intervening into the design process. Meanwhile, technology exploration with various AI and ML tools and platforms allowed me to learn some facet of current AI and ML tools and ML platforms and perceive its limitations. From this observation, I designed three varied computer vision enabled experiments. Designers from various expertise have participated in the experiments. They were asked to follow the idea generation process with and without an AI’s Computer Vision technique (Machine perspective). Based on designers’ feedback about the experience of working with a designed speculative prototype, I propose a design toolkit called ‘object responder v2.0’ — with further advancement in it. ...
In this report, I have explained my iterative design process using research through design approach. This project focuses on the context of Artificial intelligence and design collaboration. It also represents a design method of integrating human and non – human biases while designing intelligent products.
Abilities of Artificial Intelligence (AI) are expanding so rapidly, that it already surpasses the human in specific tasks that were not thought before. Recent advancements in machine learning algorithms (ML) and its techniques e.g. ‘deep learning’, enable the machine to develop creative content on its own (John, 2016). Meanwhile, in the design domain, people have already begun to consider artificial intelligence as new design material (Holmquist & Erik, 2017). One can consider it an intelligent design material as it can include creativity as individual machine learning models.To understand this new paradigm of using AI in the design process, I created a speculative prototype of a design toolkit called objectResponder (v1.0). A toolkit which enables to design and prototype from the perspective of AI in the ‘wild’(Rogers & Marshall, 2017). I explored this toolkit with six professional designers from various discipline. Initial results suggested that looking at the world from the perspective of the AI may enable designers to balance human and nonhuman biases, enrich a designer’s understanding of the context, and open up unexpected directions for idea generation. The results from the study initiate my graduation project with — identifying what designers need, their concerns and challenges while working with Artificial intelligence and Machine Learning projects. In my thorough investigation with professional designers and design students, I learned that there is a gap in comprehending Artificial intelligence technology in design practice. Such as, designers struggle to incorporate these technologies into their products and services due to the complex nature of it. It was also evident in the literature study that, designers’ need to understand the underpinning principle e.g. limitations of Artificial intelligence and Machine Learning (Dove, Halskov, Forlizzi, & Zimmerman, 2017). Designers’ currently working with Artificial intelligence technologies mentioned that they are looking for a tool or prototyping toolkit which integrates AI with embodied ideation and rapid prototyping methods.To understand the state-of-the-art of AI, a literature study was conducted with the exploration of various ML technologies and prototyping tools. The purpose of this literature study was to understand the state-of-the-art AI and its current state. In this literature studies, I encountered some initial prototypes of tools that showed the possibilities of Artificial intelligence intervening into the design process. Meanwhile, technology exploration with various AI and ML tools and platforms allowed me to learn some facet of current AI and ML tools and ML platforms and perceive its limitations. From this observation, I designed three varied computer vision enabled experiments. Designers from various expertise have participated in the experiments. They were asked to follow the idea generation process with and without an AI’s Computer Vision technique (Machine perspective). Based on designers’ feedback about the experience of working with a designed speculative prototype, I propose a design toolkit called ‘object responder v2.0’ — with further advancement in it.
Hinting Civic Futures
A call for cityness in the future smart age
The core of this project is to call for cityness in the future smart age. Hinting Civic Futures is a design practice that explores the alternative futures for cities in the smart age, concerned with interrelatedness of social and technical aspects. It stimulates a re-envisioning of urban solutions beyond traditional smart city. By exploring how people want to dwell in what kind of city in the future, Hinting Civic Futures strives to find the connection of functionality and desirability, where resides the cityness. And furthermore, to develop the notion cityness in a preferable direction.
By exploring next generation cities derived from positive value incentives and brings them alive, the project strives to uncover the composition of cityness. This will help further open up space about how cityness can be amplified in enacting policy-making, business-modelling and behavioural change. ...
The core of this project is to call for cityness in the future smart age. Hinting Civic Futures is a design practice that explores the alternative futures for cities in the smart age, concerned with interrelatedness of social and technical aspects. It stimulates a re-envisioning of urban solutions beyond traditional smart city. By exploring how people want to dwell in what kind of city in the future, Hinting Civic Futures strives to find the connection of functionality and desirability, where resides the cityness. And furthermore, to develop the notion cityness in a preferable direction.
By exploring next generation cities derived from positive value incentives and brings them alive, the project strives to uncover the composition of cityness. This will help further open up space about how cityness can be amplified in enacting policy-making, business-modelling and behavioural change.
Connected Resources
A Research through Design Approach to Designing for Older People’s Resourcefulness
The first study addresses artefactual dimensions of openness necessary to support resourcefulness. It reveals while some dimensions, such as interfaces to expand capability and accessibility of knowledge, need to open; other dimensions, such as newness, signifiers, and structural simplicity, are required to close for giving artefacts familiarity and an entry point to explore personal adaptations.
The second study approaches a variety of uses in which a workshop with older people using working prototypes of Connected Resources takes place. They imagine seven use scenarios of Connected
Resources in their everyday practices, resulting in identifying six dimensions of the variety of uses, e.g., use in both fixed and mobile space, use with both user-generated content and crowed-generated content.
With these design guidelines, the final Connected Resources are designed: the four combinable objects, which have different digital and physical capabilities, and the online platform, which encourages older people to learn each other's strategies to find new uses. They are designed with the principle of simplicity, familiarity, and playfulness to fit into older people’s everyday practices found through these studies.
The project reflects knowledge gained in the Research through Design and closes the thesis addressing directions for future work. ...
The first study addresses artefactual dimensions of openness necessary to support resourcefulness. It reveals while some dimensions, such as interfaces to expand capability and accessibility of knowledge, need to open; other dimensions, such as newness, signifiers, and structural simplicity, are required to close for giving artefacts familiarity and an entry point to explore personal adaptations.
The second study approaches a variety of uses in which a workshop with older people using working prototypes of Connected Resources takes place. They imagine seven use scenarios of Connected
Resources in their everyday practices, resulting in identifying six dimensions of the variety of uses, e.g., use in both fixed and mobile space, use with both user-generated content and crowed-generated content.
With these design guidelines, the final Connected Resources are designed: the four combinable objects, which have different digital and physical capabilities, and the online platform, which encourages older people to learn each other's strategies to find new uses. They are designed with the principle of simplicity, familiarity, and playfulness to fit into older people’s everyday practices found through these studies.
The project reflects knowledge gained in the Research through Design and closes the thesis addressing directions for future work.
Things as Citizens
A study on the mingling of IoT with agency in everyday urban culture
The aim of this graduation project is to identify design qualities for things with this kind of agency to perform appropriately during shared practices with citizens in the urban environment. The theme is Things as Citizens; as things are expected to behave conform the behaviour of a citizen in order to coexist with and to be accepted by citizens. The focus is the notion of co-performance in the smart city: a concept that regards the practices of humans and things with agency to be equally important.
A literature review on things and the notion of co-performance as well as practice based research with Dutch citizens: a creative session, contextmapping session and workshop at the yearly event Thingscon, an Internet of Things related conference. The studies showed that a democratic dialogue between citizens and things is needed in order to establish co-performance between both. The design qualities are identified by combining both the literature review and the outcomes of the practice based research into a synthesis. All design qualities are based on values for democratic citizenship: the right of truth, equality, privacy and granted authority.
The result is the design qualities model as can be seen at the right.
In order to evaluate and validate the design qualities, a concept of things in the city is developed that serves as a demonstrator for the theme Things as Citizens. The concept is designed in the context for air pollution and is a provider and distributor of clean air. The implemented design cues of the concept represent the design qualities model, which is validated by the results of a qualitative study demonstrating to Dutch citizens the interaction with a physical prototype of the concept. ...
The aim of this graduation project is to identify design qualities for things with this kind of agency to perform appropriately during shared practices with citizens in the urban environment. The theme is Things as Citizens; as things are expected to behave conform the behaviour of a citizen in order to coexist with and to be accepted by citizens. The focus is the notion of co-performance in the smart city: a concept that regards the practices of humans and things with agency to be equally important.
A literature review on things and the notion of co-performance as well as practice based research with Dutch citizens: a creative session, contextmapping session and workshop at the yearly event Thingscon, an Internet of Things related conference. The studies showed that a democratic dialogue between citizens and things is needed in order to establish co-performance between both. The design qualities are identified by combining both the literature review and the outcomes of the practice based research into a synthesis. All design qualities are based on values for democratic citizenship: the right of truth, equality, privacy and granted authority.
The result is the design qualities model as can be seen at the right.
In order to evaluate and validate the design qualities, a concept of things in the city is developed that serves as a demonstrator for the theme Things as Citizens. The concept is designed in the context for air pollution and is a provider and distributor of clean air. The implemented design cues of the concept represent the design qualities model, which is validated by the results of a qualitative study demonstrating to Dutch citizens the interaction with a physical prototype of the concept.
From things to systems, and back
A thing-centric approach to protein transition in the Netherlands
Envision
Enabling vision for visually impaired