Ron Wakkary

Ron Wakkary
Simon Fraser University · School of Interactive Arts and Technology

PhD, University of Plymouth

About

238
Publications
69,328
Reads
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3,432
Citations
Citations since 2017
61 Research Items
2353 Citations
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Introduction
Ron Wakkary is Professor at SFU where he established the Everyday Design Studio. He is also a Professor in Industrial Design at Eindhoven University of Technology (TU/e). He investigates the changing nature of interaction design in response to everyday design and social practices, focusing on everyday creativity, design artifacts for research, and speculative reasoning. He aims to uncover new knowledge through the crafting of artifacts to help understand design and its relations to technologies.
Additional affiliations
January 2014 - present
Eindhoven University of Technology
Position
  • Visiting Professor and Chair of the Impact of Interaction Design on Everyday Life
September 2002 - present
Simon Fraser University
Position
  • Professor (Full)

Publications

Publications (238)
Conference Paper
Full-text available
div class="page" title="Page 1"> Speculative and fictional approaches have long been implemented in human-computer interaction and design techniques through scenarios, prototypes, forecasting, and envisionments. Recently, speculative and critical design approaches have reflectively explored and questioned possible, and preferable futures in HCI re...
Article
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In this article, we present unselfconscious interaction, a conceptual construct that describes a form of interaction with computational artifacts animated by incremental intersections that lead to improvements in the relationships among artifacts, environments and people. We draw on Christopher Alexander's notion of goodness of fit and unselfconsci...
Article
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In this paper, we argue that an approach informed by practice theory coupled with design fiction provides useful insights into the role of interaction design with respect to environmental sustainability. We argue that a practice-oriented approach can help interaction designers step away from models of individual behavior and studies of artifacts to...
Conference Paper
In this paper we look at the Steampunk movement and consider its relevance as a design strategy for HCI and interaction design. Based on a study of online practices of Steampunk, we consider how, as a design fiction, Steampunk provides an explicit model for how to physically realize an ideological and imagined world through design practice. We cont...
Article
In this paper, we identify new relationships between technologies and people in the context of digital fabrication. Our research applies a postphenomenological lens to understand and identify such relationships by using the concept of intentionality, an idea that relates to how humans and technologies, in their corporeal sense, direct themselves at...
Conference Paper
The last decade has witnessed the expansion of design space to include the epistemologies and methodologies of more-than-human design (MTHD). Design researchers and practitioners have been in- creasingly studying, designing for, and designing with nonhumans. This panel will bring together HCI experts who work on MTHD with different nonhumans as the...
Article
This article investigates new relations with things that are expansive and inclusive of the pluralities and differences within our entanglements with technologies. We do this by extending our commitments to the methodological approaches of material speculation and co-speculation that led us to engage in multi-year conversations between ourselves as...
Article
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This article develops the theory of nomadic practices as an alternative to seeing design as a humanist discipline. Nomadic practices is an epistemological theory guided by posthumanist commitments of phenomenological intentionality, situated knowledges, and nomadism. In contrast to humanist understandings of design that rely on objectivist viewpoin...
Conference Paper
In this paper we investigate how a combination of “speculative” design methods can be used to generate theoretical understandings for dynamic, colour-changing fabrics for garments. Specifically, we combine a first-person, autobiographical, research through design (RtD) approach that draws strategies from speculative design. We call this approach al...
Article
Full-text available
Since the publication of this article [Tanenbaum, K., Hatala, M., Tanenbaum, J. et al. A case study of intended versus actual experience of adaptivity in a tangible storytelling system.
Conference Paper
This paper provides a materiality perspective to understanding lived experiences with a deformable domestic artefact, named transTexture lamp. The lamp is an interactive light with a deformable lampshade surface. We deployed transTexture lamps in the homes of three professional designers for two months with the aim of exploring possible interaction...
Chapter
Emerging technologies relate to us in ways that are interesting and exciting, but often also inaccessible or invisible. In Relating to Things, leading design researchers and philosophers respond to issues raised by this situation – inquiring into what it means to live with and relate to things that can actively relate to us, and that relate to each...
Conference Paper
Full-text available
The field of wearable technology has extensively described the opportunities, challenges as well as the concerns around integrating digital technologies into fashion. However, it has so far not provided a sufficiently clear and embodied understanding of technology. Technology therefore is often still limited to something that adds functionality to...
Chapter
This paper reports on a case study that describes the collective design process of the Vancouver Tool Library, a non-profit community service cooperative that provides tools to its members in the city of Vancouver. By using the theory of infrastructuring in relation to the theoretical framework publics (Le Dantec 2016), we describe the project thro...
Conference Paper
The Tilting Bowl is a ceramic bowl that unpredictably but gently tilts multiple times daily. This pictorial reports on the crafting of the electronics of the Tilting Bowl within the concept of a research product [10]. From this perspective, the seemingly simple task of making a bowl tilt holds unique challenges and demands - especially as a researc...
Conference Paper
Schön describes the way a designer engages with their materials as a "conversation". In clothing design this typically involves tangible and situated actions such as draping, ripping, and cutting-actions that evoke responses from the fabric at hand. Dynamic fabrics-surface-changing fabrics that combine digital and physical states-are still novel fa...
Conference Paper
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Motivated by prior work on everyday creativity, we adopt a design-oriented approach seeks to move beyond designing for explicit interactions to also include the implicit, incremental and, at times even, unknowing encounters that slowly emerge among people, technologies, and artifacts over time. We contribute an investigation into designing for slow...
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...
Conference Paper
We describe the design and deployment of Olly, a domestic music player that enables people to re-experience digital music they listened to in the past. Olly uses its owner's Last.FM listening history metadata archive to occasionally select a song from their past, but offers no user control over what is selected or when. We deployed Olly in 3 homes...
Conference Paper
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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
Data is changing how we design consumer products. Shoe production is a prime example of this; foot size, footstep pressure and personal preferences can be used to design personalized shoes. Research done around metamaterials, programming materials and computational composites illustrate the possibilities of creating complex data & material relation...
Conference Paper
This paper articulates the design, manufacturing, and deployment of transTexture, a digital lamp features dynamic kinetic textures and changeable lighting effects. We deployed transTexture in the homes of two domain expert participants in a preliminary study to explore how computational materiality of interaction can fit a changing everyday environ...
Conference Paper
Full-text available
Although clocks facilitate good time-mana gement, they have been used in ways that are detrimental to wellbeing. For example, alarm clocks are used to force a person to wake before they have had sufficient sleep and the ambient presence of clocks encourages a constant and sometimes unnecessary need for punctuality. In this paper, we discuss two ala...
Conference Paper
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This paper describes an approach to designing wearable technology that sees and uses the technology expressively in terms of fashion, and minimizes the notion of its technological function. We do this by presenting an account of the research-through-design project Phem, a fashion brand concept for garments constructed with surface-changing, animate...
Conference Paper
Personalization of shoes is of increasing importance to designers, design researchers, and manufacturers as mass customization progresses towards ultra personalized product service systems. Many attempts have been made to design co-creation platforms that allow end users to personalize their own shoes. Those co-creation platforms primarily concentr...
Chapter
In this chapter, we focus on understanding the role of non-human elements or what we refer to as things in everyday domestic practices through the concept of displacement. Our concept of displacement is informed by design research inquiries known as material speculations and postphenomenological notions of withdrawal and multistability. We use disp...
Article
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This study examines the effectiveness of course materials, design methods and teaching strategies in a design thinking-based curriculum. As part of a multiple case study, we developed, ran and studied an interaction design course for Canadian students in grade 9 and grade 10 (14–15 years old). We gathered qualitative data in the forms of interviews...
Chapter
In this chapter we provide an overview of concepts and methods that have become part of our approach to gain a broader and deeper understanding of the relations between humans and technology. Over the years, our efforts have been to move past the field of interaction design’s dominant focus on human interaction with technology to develop a design-o...
Conference Paper
An increasing number of non-profit groups and organizations have formed "libraries" of shared things to leverage the collaborative use of underutilized resources (e.g., power tools) for the benefit of local communities. Their key challenges are the transience and anonymity of their members, and how to nurture creative interactions among them. We de...
Conference Paper
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In this paper, we argue for framing the crafting and studying of research products as doing philosophy through things. We do this by creating an annotated portfolio of such Research through Design (RtD) artifact inquiries as postphenomenological inquiries. In our annotated portfolio, we first provide an account of the postphenomenological commitmen...
Conference Paper
Slowness has emerged as a rich lens to frame HCI investigations into supporting longer-term human-technology relations. Yet, there is a need to further address how we design for slowness on conceptual and practical levels. Drawing on the concepts of unawareness, intersections, and ensembles, we contribute an investigation into designing for slownes...
Conference Paper
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Design-oriented research in HCI has increasingly migrated towards theoretical perspectives to understand the implications of newly crafted technology in everyday life. However, in this context, the relations between theory and understanding the things we make are not always clear, especially the degree to which the nature of research artifacts is r...
Conference Paper
This paper reports on a postphenomenological inquiry of six trained philosophers, who as study participants lived with and reflected on a research product we designed known as the Tilting Bowl: a ceramic bowl that unpredictably but gently tilts multiple times daily. The Tilting Bowl is a counterfactual artifact that is designed specifically for thi...
Conference Paper
Full-text available
In this case study three designers supported by multiple stakeholders created a pair of fully personalized printed high heel shoes in a period of two months for a single user. The shoes are made with soft and flexible materials for dynamic fit and use. The shoes are not only uniquely formed to the user's feet but the geometry of the material is des...
Conference Paper
In this paper we describe the practices used by alternate reality game (ARG) designers to engage fans with the issues and effects of global climate change under the scientific guidance of key non-profit organizations. Our multiple case study is based on three projects: Future Coast (2014), the Disaster Resilience Journal (2014) and Techno Medicine...
Conference Paper
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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...
Conference Paper
This paper presents an analytical approach that we call the focus framework. The framework aids the analysis of the intended and unintended design attributes that emerge within a project's design process. The framework helps to reveal how prototypes and decision making interact together to shape the final design features and make visible the trajec...
Article
Full-text available
This article describes and reflects on the processes of designing two devices, Timecard and Fenestra, that both aim to propose new ideas for creating technologies that support rituals of honoring deceased loved ones. The discussion provides insight into how their respective designs were crafted to provide a range of interactions and to interweave w...
Article
We explore the future scenario of wearing garments with digital display capabilities, or dynamic fabric, in everyday life. Our study, called Greenscreen Dress, investigates the experience of wearing dynamic fabric and how this type of garment quality might alter our daily interactions with clothing and have implications for designers. In the study,...
Article
Full-text available
Design thinking is a collaborative problem solving and human-centric approach that fosters innovation by elevating participants’ creative thinking abilities. Design thinking techniques and practices have been implemented into different curricula in secondary and post-secondary education to address the need for new skills to be learned for the twent...
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This forum highlights conversations at the intersection of design methods and social studies of technology. By highlighting a diversity of perspectives on design interventions and programs, we aim to forge new connections between HCI design and communication, science and technology studies, and media studies scholarship. --- Daniela Rosner, Editor
Conference Paper
Applying a thing-centered, material speculation approach we designed the Morse Things to acknowledge and inquire into the gap between things and us. The Morse Things are sets of ceramic bowls and cups networked together to independently communicate through Morse code in an Internet of Things (IoT). We deployed the Morse Things in the households of...
Conference Paper
Community gardens connect to many organizations in order to receive and offer resources and services. The complex sociotechnical systems in which community gardens inhabit bring both opportunities and challenges for designers who endeavor to support them. In this study, we investigated three community gardens to explore the organizational connectio...
Conference Paper
We present Videos of Things: videos portraying the lived-with world of our material speculations. We situate the artifact within an ecology and brings into focus the subtleties of everyday life by focusing not on the thing, but on humanness, patterns of time and non-humans and ensebmles. The videos serve as a communication tool for these elements t...
Conference Paper
In this paper we present Videos of Things: videos that portray the mediated, lived world of computational artifacts informed by postphenomenology. In a post-phenomenological understanding, things and us are interdependent in that they mutually shape each other. And as a whole, technology or designed things mediate the relations between our world an...
Conference Paper
Full-text available
In this paper we describe Greenscreen Dress, a material speculation inquiry (Wakkary et al., 2015) that investigates the wearing experience of dynamic fabric in everyday life. In this study the researcher has worn a "greenscreen garment" every day for seven months. Coupled with a chroma-key smartphone application, she has photographed the garment a...
Article
In this study, we investigated how an interaction-design-thinking course benefited secondary-school students in grades nine and ten. We studied the potential benefits of design thinking for students within a design class and, unlike previous studies, we also looked at the potential benefits for students to utilize design-thinking skills when solvin...
Article
In this study, we investigated how an interaction-design-thinking course benefited secondary-school students in grades nine and ten. We studied the potential benefits of design thinking for students within a design class and, unlike previous studies, we also looked at the potential benefits for students to utilize design-thinking skills when solvin...
Conference Paper
In this pictorial, we propose an alternative approach to investigating human-computer interaction (HCI) researchers' epistemological commitments in research on the home. While researchers' commitments can be discussed through textual aspects of their research, in this pictorial we conduct a pattern analysis of visual elements as a productive way to...
Conference Paper
In this paper we discuss the low-volume production of an interaction design research product known as the tilting bowl. The form of the tilting bowl was designed with 3D modeling tools and utilized digital fabrication for rapid prototyping. The final form was produced in a small number of glazed ceramic forms with embedded electronics and actuators...
Conference Paper
In this paper we propose the design fiction, Lyssna, a diegetic prototype in the form of a hearing aid for your refrigerator that aims at reintegrating lost aspects of food. Lyssna is based on home studies of food practices informed by Mediation Theory and Theories of Practice. Our aim is to explore an alternative framing from behavioral theories f...
Conference Paper
In this paper, we present a twenty-three months autobiographical design project of converting a Mercedes Sprinter van into a camper van. This project allows us to investigate the complexities and nuances of a case where people engage in a process of making, transforming and adapting a space they live in. This example opens a radically different and...
Conference Paper
Full-text available
Prototypes and prototyping have had a long and important history in the HCI community and have played a highly significant role in creating technology that is easier and more fulfilling to use. Yet, as focus in HCI is expanding to investigate complex matters of human relationships with technology over time in the intimate and contested contexts of...
Conference Paper
High-risk outdoor recreation allows its enthusiasts to reach unprecedented levels of adrenaline; it also contains risks and requires specific training (in part technological). In particular, its participants must be ready to react efficiently during an emergency or in response to an accident. Technological training grounds can simulate particular c...
Conference Paper
Full-text available
High-risk outdoor recreation has been gaining interest around the world in the past years. While those activities allow their enthusiasts to reach unprecedented levels of adrenaline and adventure, they also contain risks and require specific training (in part technological). In particular, its participants must be ready to react efficiently during...