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SECTION OF MEDIA TECHNOL OG Y,
COPENHA GEN
The Media Technology section in Copenhagen (with its ing people for real-world problems. Here, we follow a
five research groups) spans across the many facets of rigorous design-oriented process, where we identify the
interactions between humans and digitality – ranging need, design for that need, build the soft- or hardware,
from direct interactions between humans and technolo- evaluate it with end-users and iterate until the best solu-
gy, to implicit reactive interactions, and to broader per- tion is found. In addition to these direct interactions, we
spectives of how technology can influence and enhance also look at indirect interactions, where humans are not
society as a whole. The key in both approaches is to have directly aware of such yet, brain and muscle activity can
the end user in mind, i.e., human-centered design. The be detected. This area of research feeds into the direct
section’s staff has diverse backgrounds both in terms of interaction as well, thus closing the loop of interactions
expertise as well as cultural, which allows us to explore between humans and technologies.
highly interdisciplinary areas in detail.
Designing for Society as a Whole
Direct and Indirect Interactions Besides looking at individual and direct interactions,
between Humans and Computers we are also looking at how technology affects society
We design, develop, and study interactive prototypes as a whole. We are involved in designing services for
including both software and hardware to investigate how the broader population and managing those services.
we can improve our direct interactions with technology. In particular, we are interested in how service design
By direct, we mean an explicit and dedicated interaction as approach can facilitate exploration, co-creation and
with a technology. We study empowerment to address broad societal issues. Further-
how virtual realities more, we are also involved in designing lighting solutions
help in the context of that meet the need of end-users through contextual
rehabilitation, and analysis, concept design, prototyping, and evaluation. In
how specialized this field, we bridge knowledge from architecture, engi-
computer games neering, and computing technology.
can help train-
SEB AS TIAN BORING
Deputy Head of Department
sebo@create.aau.dk
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