L. Hallnäs, und J. Redström. Personal and Ubiquitous Computing, 5 (3):
201--212(2001)
Zusammenfassung
Abstract: As computers are increasingly woven into the fabric of everyday life, interaction design may have to change - from creating only fast and efficient tools to be used during a limited time in specific situations, to creating technology that surrounds us and therefore is a part of our activities for long periods of time. We present <SMALL>slow technology</SMALL>: a design agenda for technology aimed at reflection and moments of mental rest rather than efficiency in performance. The aim of this paper is to develop a design philosophy for slow technology, to discuss general design principles and to revisit some basic issues in interaction design from a more philosophical point of view. We discuss examples of <SMALL>soniture</SMALL> and <SMALL>informative art</SMALL> as instances of slow technology and as examples of how the design principles can be applied in practice.
%0 Journal Article
%1 citeulike:192660
%A Hallnäs, Lars
%A Redström, Johan
%D 2001
%I Springer-Verlag London Ltd
%J Personal and Ubiquitous Computing
%K mathgamespatterns conflict gmx design cognitive
%N 3
%P 201--212
%T Slow Technology - Designing for Reflection
%U http://www.metapress.com/link.asp?id=9EF9UGBPVNDP1RP2
%V 5
%X Abstract: As computers are increasingly woven into the fabric of everyday life, interaction design may have to change - from creating only fast and efficient tools to be used during a limited time in specific situations, to creating technology that surrounds us and therefore is a part of our activities for long periods of time. We present <SMALL>slow technology</SMALL>: a design agenda for technology aimed at reflection and moments of mental rest rather than efficiency in performance. The aim of this paper is to develop a design philosophy for slow technology, to discuss general design principles and to revisit some basic issues in interaction design from a more philosophical point of view. We discuss examples of <SMALL>soniture</SMALL> and <SMALL>informative art</SMALL> as instances of slow technology and as examples of how the design principles can be applied in practice.
@article{citeulike:192660,
abstract = {Abstract: As computers are increasingly woven into the fabric of everyday life, interaction design may have to change - from creating only fast and efficient tools to be used during a limited time in specific situations, to creating technology that surrounds us and therefore is a part of our activities for long periods of time. We present <SMALL>slow technology</SMALL>: a design agenda for technology aimed at reflection and moments of mental rest rather than efficiency in performance. The aim of this paper is to develop a design philosophy for slow technology, to discuss general design principles and to revisit some basic issues in interaction design from a more philosophical point of view. We discuss examples of <SMALL>soniture</SMALL> and <SMALL>informative art</SMALL> as instances of slow technology and as examples of how the design principles can be applied in practice.},
added-at = {2006-06-05T02:47:21.000+0200},
author = {Hallnäs, Lars and Redström, Johan},
biburl = {https://www.bibsonomy.org/bibtex/2206f11fabc33f365197f131732013661/yish},
citeulike-article-id = {192660},
interhash = {90a8cef75170492c63c3218eff97ed84},
intrahash = {206f11fabc33f365197f131732013661},
journal = {Personal and Ubiquitous Computing},
keywords = {mathgamespatterns conflict gmx design cognitive},
number = 3,
pages = {201--212},
priority = {2},
publisher = {Springer-Verlag London Ltd},
timestamp = {2006-06-05T02:47:21.000+0200},
title = {Slow Technology - Designing for Reflection},
url = {http://www.metapress.com/link.asp?id=9EF9UGBPVNDP1RP2},
volume = 5,
year = 2001
}