Peter Gall Krogh

Peter Gall Krogh
Aarhus University | AU · Department of Communication and Culture; Digital Design

About

66
Publications
25,078
Reads
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852
Citations
Introduction
Peter Gall Krogh is trained as architect and product designer. In addition to his current professorship at Aarhus University he was professor in design at Aarhus School of Architecture, visiting professor at Politecnico di Milano, Hong Kong PolyU and recently at Jiangnan University. He contributes to product, service and interaction design both in doing and theorising based on co-design techniques with a particular interest in aesthetics, collective action and proxemics.
Additional affiliations
May 2013 - May 2013
Eindhoven University of Technology
Position
  • Professor
October 2012 - November 2012
Politecnico di Milano
Position
  • Professor
October 2012 - November 2012
Politecnico di Milano
Position
  • Visitingprofessor

Publications

Publications (66)
Article
Full-text available
When design research builds on design practice, it can contribute to both the theory and practice of design in ways richer than research that treats design as a topic. Such research, however, faces several tensions that it must negotiate successfully in order not to lose its character as research. This paper looks at the field of constructive desig...
Chapter
Collective interaction happens often in everyday life, e.g., when two people coordinate their actions to carry a heavy object together; when children share a keyboard playing a PC-game together, e.g., one controlling a character, another his weapons; or when, for safety reasons, it is required that there are two people working together when dealing...
Conference Paper
Full-text available
There is a growing interest in considering aesthetic aspects in the design of interactive systems. A set of approaches are emerging each representing different applications of the terminology as well as different inherent assumptions on the role of the user, designer and interaction ideals. In this paper, we use the concept of Pragmatist Aesthetics...
Article
Full-text available
In this paper we describe the development, experiments and evaluation of the iFloor, an interactive floor prototype installed at the local central municipality library. The primary purpose of the iFloor prototype is to support and stimulate community interaction between collocated people. The context of the library demands that any user can walk up...
Article
This article contributes to methodological studies of constructive design research by explicating its underlying epistemological foundations. At the heart of this article is the notion of drifting, defined as those actions that move design from its original objective or question to sometimes unanticipated results. The article explicates four tradit...
Article
Full-text available
This paper presents a case study exploring the use of speculative artefacts framed within the Fictional Inquiry co-design technique. The case is derived from a project investigating current practices and potential future strategies to improve patients’ hand hygiene standards at the Department of Oncology of Aarhus University Hospital. The paper exp...
Preprint
BACKGROUND Observational management, such as Active Surveillance and Watchful Waiting, is shown to be feasible for men with low-risk localized prostate cancer and a safe alternative to aggressive treatment. During observational management, treatment is postponed until the disease progresses, which often never happens. However, approximately 90% of...
Article
Background: Observational management strategies such as active surveillance and watchful waiting are considered to be acceptable approaches in patients with low-risk localized prostate cancer and a safe alternative to aggressive treatment. During observational management, treatment is postponed until the disease progresses, which often never happe...
Article
The authors regret this review included the HATICE study, on which in the quality rating (Table 2) it is erroneously stated that it did not have a control group, lacked a power analysis and did not perform inferential statistical analyses, where in fact all these were carefully designed and performed. Finally, the HATICE study focused on an interne...
Conference Paper
Full-text available
It is assumed that to appreciate a knowledge contribution in research-through-design, we all agree on what the act of designing is and should deliver in research. However, just from a glance at contributions in an HCI context, this is far from the case. The course is based on the book: Drifting by intention – four epistemic traditions in constructi...
Conference Paper
Full-text available
Since the advent of Artificial Intelligence (AI) and Machine Learning (ML), researchers have asked how intelligent computing systems could interact with and relate to their users and their surroundings, leading to debates around issues of biased AI systems, ML black-box, user trust, user’s perception of control over the system, and system’s transpa...
Article
Full-text available
Background: Self-management approaches are widely used to improve chronic care. In this context, health care professionals call for efficient tools to engage patients in managing their illness. Mobile health (mHealth), defined by WHO as medical and public health practice supported by mobile devices, is demonstrated to enhance self-management and he...
Chapter
In this chapter we recap what we have presented so far and point to future directions. As noted in the first lines of Chap. 1, this book is about how constructive design researchers build knowledge through acts of designing. The descriptions and methodologies provided in this book represent our attempt to give legitimacy to a cherished design pract...
Chapter
This book has argued that the heart of constructive design research is usually a design experiment; it is a key vehicle of knowledge creation. In this chapter we study design experiments through a fairly recent philosophical debate that has been targeted against the theory-centric view of research. It is called ‘new experimentalism,’ which argues t...
Chapter
In the previous chapter we outlined the background of this book — constructive design research — and unpacked how constructive design research, being partly based on design practices, needs to pay respect to both professional and academic worlds of design. We introduced the concept of ‘drifting’ as an ostentatious way of articulating how processes...
Chapter
In Chap. 4, we presented a Knowledge-Relevance model (K-R) that maps design activities in terms of evaluation and hypothesis construction, and knowledge and relevance interests. We analyzed some of the ways in which hypotheses construction takes shape in the four traditions we have identified in Chap. 3. In this chapter our focus will be at the ver...
Chapter
Design is often described as a synthesizing and solution-oriented discipline that deals with ‘wicked problems (Horst Rittel and Webber 1973). However, experiences from practice in design research tells and shows that analysis and synthesis are not two distinct separable modes of working. In this chapter we focus on one of the main activities of des...
Chapter
The previous chapter mapped some of the most important characteristics in which constructive design research differs from professional practices and conditions for design. Our focus was on the implications of a shift from design practice to a knowledge-based discipline. We paid attention specifically to how this shift has been interpreted in constr...
Chapter
In this book, we deal with the epistemology of design. Epistemology is one of the grand terms of philosophy, where it means discourse about knowledge — usually about certainty, whether we can trust our senses, thoughts, and other pieces of knowledge. For us, two design researchers, the concept is more specific. We deal with epistemology in one part...
Chapter
This chapter asks how constructive design researchers construe hypotheses. What guides the construal process, is it theory, research program, or design reasoning? We will argue that this question involves two sub-questions: one concerns the hypothesis that guides research, another the hypothesis that guides design. We argue that constructive design...
Chapter
On what grounds do we judge whether a theory for design is useful, valuable or successful? What is validity in constructive design research? What is the role of theory produced from design? Chapter 4 dealt with ways of construing hypotheses and how the K-R model may help map the constituent parts of a research process. Chapter 5 presented the typol...
Chapter
The corpus we have been using in this book consists of PhD dissertations done in the constructive vein. It has been divided into primary and secondary categories. The reason lies in the history of the book. It started from a series of papers by the first author. For those papers, his primary corpus was mostly Scandinavian, but he had added a few ca...
Preprint
Full-text available
Cross-device interactions enable ad hoc sharing of content and control in co-located collaboration. Cross-device research often draws from proxemics theory for designing interactions based on detection of spatial relations such as distance and orientation between people and devices. However, detection of human-human or human-device proximity also c...
Book
Constructive design research, is an exploratory endeavor building exemplars, arguments, and evidence. In this monograph, it is shown how acts of designing builds relevance and articulates knowledge in combination. Using design acts to build new knowledge, invite reframing of questions and new perceptions to build up. Respecting the emergence of new...
Conference Paper
Full-text available
The position and workings of interactive interior elements matter greatly on the relations people may enact. This paper reports on the conception and evaluation of an interactive table and its interior effects designed to support sensitive consultations between healthcare personnel, patients and relatives as they happen during treatment of cancer d...
Conference Paper
Full-text available
Collective Interaction (CI) is an interaction model coined to explore new opportunities for interactive technology in support close collaboration amongst co-located people. This paper reports on a Research through Design (RtD) based visual analysis of seven CI research prototypes. The analysis includes an annotated portfolio, annotated mappings and...
Conference Paper
Full-text available
People inherently share spaces with other people. Congenitally, interactive technologies and ubiquitous environments shape our opportunities for enacting social relations. Proxemics and Spatial Sharing have been suggested as foundations for our understanding of the socio-spatial aspects of computing. By tandeming these theoretical perspectives in a...
Conference Paper
Full-text available
The field of Shape-Changing Interfaces explores the qualities of physically dynamic artifacts. At furniture-scale, such artifacts have the potential of changing the ways we collaborate and engage with interiors and physical spaces. Informed by theories of proxemics, empirical studies of informal meetings and design work with shape-changing furnitur...
Chapter
Landscape laboratory is a concept for citizen involvement in the maintenance and development of urban forests. The concept has been developed and refined since the mid-1980s and now counts for four such places in the Scandinavian countries. It is widely recognized that the yet not peaked urbanization poses challenges for natural habitats in urban a...
Conference Paper
Full-text available
Research through design is a murky field and there is an increasing interest in understanding its varied practices and methodology. In the research literature that is initially reviewed in this paper two positions are located as the most dominant representing opposite opinions concerning the nature of such a methodology. One position proposes a cro...
Research
Full-text available
Book Chapter to appear in "Human Smart Cities: Rethinking the interplay between Design and Planning"
Conference Paper
Full-text available
Design experiments are claimed to be a core means of inquiry in the research tradition of research-through-design. However, it is rarely articulated how the experiments were carried out in order to test a hypothesis, to begin a fruitful journey into unexplored design terrain or just gradually build knowledge. On the basis of the analysis of ten PhD...
Conference Paper
Full-text available
This paper studies the transition from research to concept in design through examples from some well-known designers and design researchers. It shows that this " drifting, " as we call it, takes several forms in design. The range is from cases in which the drift is kept in check by methodological choices and aims, to cases in which the drift is see...
Conference Paper
Full-text available
This paper claims that an architectural approach to the planning of renewable energy infrastructures-specifically architects' ability to closely read and conceptualise the characteristic of a place and community beyond the boundaries of a site-can underwrite development that is more culturally sustainable. Greater cultural sustainability is particu...
Conference Paper
Full-text available
Design has since its chosen independence away from its arts and crafts base found its primary value in being commercially relevant. Whether a design is good or bad is measured by its commercial quality and impact (being marketable and creating revenue) and efficiency of production. Throughout the 20 th century, design played an increasingly promine...
Conference Paper
Full-text available
It is, today, widely appreciated that Research-through-Design – or Constructive Design Research as we will call it in this paper – allows for designers to produce knowledge based on the skills and capacities of the design field itself. However, most of the research fails to bridge the gap between the general notions of constructive design research...
Article
Following the research field of Computer Mediated Communication (CMC), we explore and expand upon the notion of media richness. We consider the term outside its ordinary domain of conventional communication mediums, such as email, phone or video calls. We focus on minimal communication, and the qualities of suggestive interactions that mediate comm...
Article
In 2010 we were commissioned to design an installation for an archaeology-museum exhibition in Denmark. The exhibit, targeted particularly toward a younger audience, would have to explore the life and death of an 18-year-old prosperous female bog body (a Bronze Age mummified corpse), whose life and early death is a mystery even today. After explori...
Conference Paper
Full-text available
The paper presents an architectural approach to designing computational artifacts and interfaces. It does so by identifying overlapping ideals and characteristics in the interaction design concepts of Collective Interaction and Kinesthetic Empathy Interaction with schools of thought in architecture. The implications and qualities of the approach ar...
Conference Paper
Full-text available
This paper seeks to attract attention to the possibilities for designing for collaborative control and social negotiation in everyday interaction design. This work is starts out from the interaction model of collective interaction, which is a model depicting strong social connection between people interacting on a shared digital material with a sha...
Conference Paper
Full-text available
For many people home making is an activity, which extends beyond a single house. We introduce the terminology of Homing as the act of home making, when in a primary home, secondary home or more temporary spaces. By point of departure in existing literature on home making and through ethnographic studies of extremely mobile people we identify genera...
Article
In this paper, we introduce Gilles Fauconnier & Mark Turner's blending theory as a new conceptual framework for explaining 'cultural frame shifting' in interaction design. Cultural frame shifting is when people, through their explorative use of technology, are required imaginatively to reorganize their cultural background knowledge and expectations...
Conference Paper
Full-text available
The gathering momentum behind the research agendas of pervasive, ubiquitous and ambient computing, set in motion by Mark Weiser (1991), offer dramatic opportunities for information systems design. They raise the possibility of “putting computation where it belongs” by exploding computing power out of conventional machines and interfaces, and embedd...
Conference Paper
Full-text available
This paper discusses the principle of Peepholes in the context of aesthetics of interaction. The idea of Peepholes is to stimulate curiosity, imagination, and exploration by allowing users access to only a small part of a larger universe. The paper discusses the development and first evaluation of a concrete instance of the Peephole principle for a...
Conference Paper
Full-text available
Within architecture, there is a long tradition of careful design of floors. The design has been concerned with both decorating floors and designing floors to carry information. Ubiquitous computing technology offers new opportunities for designing interactive floors. This paper presents three different interactive floor concepts. Through an urban p...
Article
Full-text available
In this paper we describe the development, experiments and evaluation of the iFloor, an interactive floor prototype installed at the local central municipality library. The primary purpose of the iFloor prototype is to support and stimulate community interaction between collocated people. The context of the library demands that any user can walk up...
Article
Full-text available
This paper describes support for flexibility, mobility and collaboration in engaging with, and making sense of, information. Our focus lies on the transitions people make between different, dynamic configurations of digital and physical materials, technologies, people and spaces. The technologies we describe have been developed in partnership with...
Article
Full-text available
Intelligent Buildings have been the subject of research and commercial interest for more than two decades. The different perspectives range from monitoring and controlling energy consumption over interactive rooms supporting work in offices and leisure in the home, to buildings providing information to by-passers in plazas and urban environments. T...
Article
Full-text available
Abstract Information Technology,has in many,years been driven by research methods,developed,within engineering and natural science. The capacity and the ever-decreasing size of IT-devices enable penetration into almost any object. Computing,can no longer be regarded as an isolated technological possibility; through networks and telecommunication it...
Article
Full-text available
Information Technology until recent years mainly have been driven by technological possibilities based on research methods developed within engineering and natural science. The capacity and the ever-decreasing size of IT enable penetration into almost any object. IT can no longer be regarded as an isolated technological possibility; through network...
Article
Full-text available
Jobs don9t always get done in the ofû ce. Getting up to speed in a taxi (Fig. 1) is not unusual for many professionals. They are nomads even though their work is highly information intensive, requiring people to carry their work materials around with them. Creative work, central to many professions in aesthetic design and architecture, is a particu...
Article
Full-text available
This paper describes Manufaktur, a prototype of a concept and infrastructure that goes beyond the classical CVE systems toward a collaborative augmented reality environment, where users' documents and objects appear as live representations in a 3D workspace. Manufaktur supports collaborative, distributed work across platforms. It provides the possi...
Article
This paper will discus aspects of applying augmented reality technologies in architecture through experiments conducted in full-scale, and seen through the concept of atmosphere in architecture. Working with augmented reality in an architectural perspective brings a set of new artistic effects that will change the perception of the architectural sp...
Article
Full-text available
The video Playful Interaction describes a future architectural office, and envisions ideas and concepts for playful interactions between people, materials and appliances in a pervasive and aug-mented working environment. The video both describes existing developments, technologies and de-signs as well as ideas not yet implemented such as playful mo...
Article
Full-text available
This paper reports on an experimental process in which a prototype was developed of an interactive design collaboratorium, in cooperation with a group of usability designers. In a longterm research cooperation, this usability group has changed its work practice in order to work in the design collaboratorium. The design collaboratorium was developed...
Article
Full-text available
In this paper we present a brief critique of the current approach to the design of pervasive computing artifacts; claiming that this in itself promotes solutions that prevent end-users from accessing and understanding the consequences of their actions in terms of energy sustainability, specifically the use of electricity. We provide descriptions an...

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Cited By

Projects

Projects (7)
Project
Investigating new ways of interacting across devices for co-located collaboration. Inspired by proxemics theory, the project explores how mobile interactive devices combined with interiors in the environment can create more flexible opportunities for people to interact with each other.
Project
Exploring a new interface paradigm for supporting transitions in dynamic co-located collaboration
Archived project