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Gaver, William

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  • Designing for emotion (among other things)

    Using computational approaches to emotion in design appears problematic for a range of technical, cultural and aesthetic reasons. After introducing some of the reasons as to why I am sceptical of such approaches, I describe a prototype we built that tried to address some of these problems, using sensor-based inferencing to comment upon domestic ‘well-being’ in ways that encouraged users to take authority over the emotional judgements offered by the system. Unfortunately, over two iterations w...

    The Video Window: My Life with a Ludic System

    The Video Window is a video screen hanging next to a window on my bed-room wall, showing the image from a camera mounted to show the skyline from outside that same window. This paper describes the appeal of living with such a system, and the intermingled aesthetic, utilitarian and practical issues involved in its creation and the experience it offers.

    Designing and Making the Datacatchers: Batch Producing \ud Location-Aware Mobile Devices

    In this paper we describe the Datacatcher, a location-aware, tangible and embodied mobile device that displays a continuous stream of statements about its location that are drawn from a large number of data sources and which speak to sociopolitical issues. We describe how the design and our underlying research interests emerged and changed over the course of three distinct phases of development: the device’s conceptual design, its refinement to a final design, and the final detailing leading ...

    Energy Babble: embodiment of a research device

    We will present the Energy Babble, a networked audio based artefact, as the object outcome of a design and social science research project. This device is an interface for a system that provides a kind of automated talk radio to communities of practice concerned with energy demand reduction within the UK. Designed with a ludic design approach, the Energy Babble is an example of how the physical and aesthetic attributes of an object outcome are developed as a means to encourage playful engagem...

    Creative assemblages : organisation and outputs of practice-led research.

    In this note we explore the organisation of creative, practice-led projects and the variety of research outcomes they produce, in order to question as-sumptions about their potential benefits.

    ProbeTool Cam: A Work in Progress Research Prototype

    We will present to the Object Outcomes workshop, a work in progress artefact created as part of the ProbeTools design research project, which is engaged in producing digital Cultural Probe devices. The ProbeTool Cam prototype is an example of research through design and will be presented at a stage midway through it’s development cycle, allowing those present at the workshop the opportunity to discuss design details still under consideration. The device has an intended future as an open-sourc...

    The Key Table (Overview)

    The Key Table is an interactive device developed by the Interaction Research Studio as part of the Equator project, a six-year Interdisciplinary Research Collaboration, funded by the Engineering and Physical Sciences Research Council (EPSRC). During the project, the piece was loaned to various households for field study.

    The Drift Table

    “Extra Ordinary” exhibition, Kulturhuset, Stockholm (27 August–21 November 2005). The Drift Table was selected to be shown with work from 23 other designers.

    Viewfinders: Thoughts on Visual Design Research

    We believe there's a gap out there – one we can start to fill as design researchers.\ud Photography and film are particularly well-suited for design research, as they provide deep qualitative insight into an experience, serve as design inspiration and can be revisited and re-analysed for ongoing reflection. Although visual research methods have gained traction and recognition across the social sciences, there is still relatively little critical inquiry into how photography and film can be use...
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