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John James Marshall thesis.pdf - OpenAIR @ RGU - Robert Gordon ...

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There are several variations of critical design. The most prominent of these<br />

variations are: ‘Post-Optimal Design’ (Powell, 2005), ‘Speculative Design’<br />

(Martin and Gaver, 2000), ‘Parafunctional Design’ (Moreno, 2005) and<br />

‘Dissident Design’ (Badke and Walker, 2005, p.291). Most of these are similar<br />

in intent and output and some of the terms for these are derived from Dunne 41 .<br />

Sengers, Boehner, David and Kaye (2005) set out in their paper ‘Reflective<br />

Design’ an argument for a critical design-like approach within HCI research<br />

based on the ‘critical technical practice’ of Agre (1997) to expose the<br />

unconscious adoption of values within conventionalised technological research<br />

methods.<br />

The ‘Device Art’ project launched in 2004 and is supported by a five-year grant<br />

from the Japan Science and Technology Agency. ‘Device Art’ is a concept for reexamining<br />

the relationships between art, science and technology developed by<br />

Machiko Kusahara. Device art is a form of media art that integrates art and<br />

technology as well as design, entertainment, and popular culture targeted at<br />

audiences beyond galleries or museums through mass production and<br />

commercial distribution. Kusahara (2006) in a poster session on ‘Device Art’ as<br />

a developing trend of hardware and object-based media art at ISEA 2006 (Inter-<br />

Society for the Electronic Arts) cites early 20 th Century avant-garde art<br />

movements such as Dada and Surrealism as precursors.<br />

This project seeks to theoretically frame and develop a working model for<br />

producing, exhibiting, and distributing ‘Device Art’ works. These<br />

contemplative, functional and interactive objects are hybrids of products, toys,<br />

and sculpture.<br />

“…perhaps the most powerful factor in its emergence is this new<br />

relationship to audience. With Device Art, the viewer is engaged with<br />

this work in a completely different context. As commercially viable<br />

projects, they can be produced in quantity and easily purchased. In fact,<br />

the term "viewer" is fundamentally inappropriate, as Device Art will<br />

ideally engage its audience through physical interactions with buttons,<br />

41 e.g. ‘Post-Optimal Design’ and ‘Parafunctional Design’.<br />

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