Kristina Andersen

Kristina Andersen
Eindhoven University of Technology | TUE · Department of Industrial Design

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52
Publications
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619
Citations

Publications

Publications (52)
Conference Paper
Digital Craftsmanship, and other explorative design research practices using digital fabrication, depend on sample making and material exploration. Rather than describing a method of making use of the information present in samples co-inhabiting a timeline, this pictorial reports on the loose ends that may emerge out of the main journey, when takin...
Article
Present day ideals of good parenting are socio-technical constructs formed at the intersection of medical best practices, cultural norms, and technical innovation. These ideals take shape in relation to the fundamental uncertainty that parents/mothers face, an uncertainty that comes from not knowing how to do what is best for one's children, famili...
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As wearables and e-textiles enter into another hype cycle (Tomico et al. 2017), we find ourselves with the opportunity to reflect on the work done and the work remaining. In doing this, we hope to cast a light on the moment where we are now, the tools available to us, the materials in development, and, always centrally, the human body in its comple...
Conference Paper
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Wearable and e-textiles as a field has tended to overlook its own documentation, as notions and overarching ideas are developed over time and across individual projects. We would like to begin addressing this by charting the development of Digital Craftsmanship through a number of projects over time. Practically, we propose to show a small selectio...
Conference Paper
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New technologies emerge into an increasingly complex everyday life. How can we engage users further into material practices that explore ideas and notions of these new things? This paper proposes a set of qualities for short, intense, workshop-like experiences, created to generate strong individual commitments, and expose underlying personal desire...
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Notions of what counts as a contribution to HCI continue to be contested as our field expands to accommodate perspectives from the arts and humanities. This paper aims to advance the position of the arts and further contribute to these debates by actively exploring what a "non-contribution" would look like in HCI. We do this by taking inspiration f...
Conference Paper
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This workshop provides a venue within CHI for research through design (RtD) practitioners to present their work and discuss how, with whom, and why it is used. Building on the success of prior RtD and design research workshops at CHI, this workshop will focus on how RtD artifacts are used, with the goal of connecting diverse works with broader meth...
Chapter
Kristina Andersen designs objects and experiences to explore ideas and notions of the unknown. A central element of her practise is workshop-like experiences that expose everyday desires as drivers for ideas. They employ familiar, mundane materials—such as candy and cardboard—through which several planes collide: the possible, the unknown, the fear...
Chapter
The nature of user studies is changing, reflecting changing visions of both what is relevant to study and how to study it in order to understand the user. The focus has progressively moved from the task to the activity including an analysis of not only people’s actions but the social, cultural, and economic factors that influence their behaviour. N...
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his paper reports on design strategies for critical and experimental work that remains constructive. We report findings from a design workshop that explored the "home hub" space through "imaginary design workbooks". These feature ambiguous images and annotations written in an invented language to suggest a design space without specifying any partic...
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This paper describes an early design research exploration into the potential of folds and pockets to serve as places for safekeeping and secrecy in wearables. We explore what such secrecy may mean through woven data codes. We report on early material exploration, a pilot study with ten participants, and the personalization of a data object. We then...
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The goal of this one-day workshop is to open space for disruptive techniques and strategies to be used in the making, prototyping, and conceptualizations of the artifacts and systems developed and imagined within HCI. Specifically, this workshop draws on strategies from art, speculative design, and activism, as we aim to productively "trouble" the...
Chapter
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In this article we discuss how the act of perceiving a digital object as a musical instrument can be considered as directly proportional to the amount (and quality) of time invested in its development and refinement to suit individual needs rather than generic ones. In that regard, the purpose-free approach to the design of generic controllers cont...
Conference Paper
It is our great pleasure to welcome you to the UMAP 2017 Workshop on Surprise, Opposition, and Obstruction in Adaptive and Personalized Systems (SOAP). Following the successful first edition of the workshop at UMAP 2016, we are happy to see a continuing and increasing interest in the workshop's topics. As with the first edition, for the second edit...
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How can we treat technological matter as yet another material from which our notions of possible future instruments can be constructed, intrinsically intertwined with, and informed by a practice of performance? We strive to develop musical-performance instruments not only by creating technology, but also in developing them as aesthetic and cultural...
Conference Paper
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The goal for this workshop is to further experiment with a venue at CHI for practitioners of research through design to share their work with each other. This workshop, following a successful workshop in CHI 2016, will be centered upon a discussion of objects produced through a research through design process. Bringing together researchers as well...
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This paper describes the Crackle exhibition, an interactive exhibition presented at the Stedelijk Museum in Amsterdam in 1975. We propose that it can be seen as a foreshadowing of aspects of the current state of the art of TEI avant la lettre; and that there might not only be value in examining historical work to construct a longer historical frame...
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We propose the use of physical objects and hypothetical mock-ups in the conceptual development of algorithms and system functionality. This extends approaches like participatory design beyond the design process of interfaces, but rather allows for imagination of future algorithm functionality and reveals desiderata of systems outside the boundaries...
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We propose a new paradigm for searching for sound by allowing users to graphically sketch their mental representation of sound as query. By conducting interviews with professional music producers and creators, we find that existing, text-based indexing and retrieval methods based on file names and tags to search for sound material in large collecti...
Article
Michel Waisvisz's The Hands is one of the most famous and long-lasting research projects in the literature of digital music instruments. Consisting of a pair of data gloves and exhibited for the first time in 1984, The Hands is a pioneering work in digital devices for performing live music. It is a work that engaged Waisvisz for almost a quarter of...
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Much of the academic and commercial work which seeks to innovate around technology has been dismissed as "solutionist" because it solves problems that don't exist or ignores the complexity of personal, political and environmental issues. This paper traces the "solutionism" critique to its origins in city planning and highlights the original concern...
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This paper describes the process of a computational idea emerging from a process of user engagement: algorithmic recommendations as artistic obstructions in creative work. Through a collaboration between HCI and Music Information Retrieval, we conducted open-ended interviews with professional makers of Electronic Dance Music. We describe how the id...
Conference Paper
Full-text available
The goal for this workshop is to provide a venue at CHI for research through design practitioners to materially share their work with each other. Conversation will largely be centered upon a discussion of objects produced through a research through design process. Bringing together researchers as well as their physical work is a means of gaining in...
Conference Paper
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This paper describes an initial interview session involving users in the imagination and exploration of working creatively with electronic music. The underlying concern for this process is to not just improve existing user interfaces, but rather to aim for interface structures developed in direct peer collaborations with expert users, with an aim t...
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This workshop brings together researchers, designers and instrument builders to explore how we can reframe the way we design " machines " for creative expression. For the purpose of this event, we are focussing on the case of music, but the outcomes will be useful to the broader field of instruments and interfaces for creative work. Three opportuni...
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Taking it's origin from the notion of the cargo cult as an elaborate misunderstanding, this paper suggests a series of exploratory design methods to support users in generating requirements and scenarios-of-use for technological objects that do not yet exist. Strategies from fields such as art and performance are used to create experiences of user-...
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This paper outlines a set of experiments designed to explore how we can embed memories in objects augmented with non-discernable nanotechnological interfaces. It explores whether the object can successfully embody a wish or fear and how the participant experiences living with a physical reminder of these secrets. As such the experiments draw on mor...
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Demo Hour highlights new prototypes and projects that exemplify innovation and novel forms of interaction.Leah Maestri, Editor
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The OWL Circles are hosted in a neutral, utilitarian space containing a large, shared worktable with a selection of tools and various neatly organized recycled materials. The Circle workshop experience takes the participant through a rapid series of formalized conceptual shifts, each drawing on work in theater and performance theory, game play, psy...
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It is becoming increasingly common to include design methodology into innovation processes, but this is still mostly done to problem-solve or user-test technologies that are already at a late stage of innovation. This paper describes an attempt to use a fine art sculptural process to access unspoken desires and fears of the new and unknown: an expl...
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Art and Science, just like Science and Magic are seen as distinct practices, requiring distinct world views. In the OWL project we call on, cross-fertilise and blur boundaries between all three. The project is predicated on Clarke's third rule of technology prediction, that "any sufficiently advanced technology is indistinguishable from magic" (Cla...
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We propose a bite-sized version of the OWL interview processes for the PDC poster/demo session. The OWL Bodyprop devices were developed and tested in the initial cycle of the ongoing OWL project. Opening up the process for scrutiny to the PDC community will allow us to question and extend our thinking as the project continues to evolve.
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The OWL project is inspired by Arthur C. Clarke's Third Law of Technology Prediction: Any sufficiently advanced technology is indistinguishable from magic. It consists of a series of open and speculative body-devices designed without a pre-defined function and tested as design 'probes' in order to ascertain their functionality. While the initial fo...
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This paper proposes a series of simple interactive boxes designed to investigate children's experience and understanding of abstract electronic interaction. The black box project is the first step of an investigation into the width of the potential uses of electronic sensing devices.
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This paper presents a set of sensor driven sonic prototypes and the workshops in which they are played with by children in games of dressing up. Seven garments are fitted with wireless sensors that control sound samples and their modifiers in real time. The aim of the project is to capture the children's emerging understanding of the sensors as the...
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In this paper, we describe the use of experience modeling to create gestural protocols for physiological data transfer. This design method has been applied to the development of a wearable computing public art installation called whisper. A series of user-experience workshops were designed with the goal of developing an interaction model for the pu...

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Projects (6)
Project
In this PhD research project, I am exploring sample making practices in the context of digital craftsmanship. Starting from exploring the edge capabilities of digital machine embroidery to create interactive material samples, this project found its way to ask "what if making could be akin to traveling?" and, if so, "how can we search for the other places?". This means finding ways to get lost in the making of samples, allowing ideas/concepts/techniques to emerge in process, but also identifying strategies to to identify qualities and opportunities as we go so our samples can be revisited in future journeys.