The Anticipation Conference 2017. .. Read »
Einar Sneve Martinussen is an interaction designer and researcher working with culture, technology and urban life. Einar is the Associate Professor and coordinator of interaction design at the Institute of Design at the Oslo School of Architecture and Design. Einar did his doctorate as a part of the research project YOUrban on networked cities, social media and design. His PhD thesis is titled ‘Pockets and cities – Investigating and revealing the networked city through design’ and takes up how interaction design can be used to gather insights and generate new meaning in the meeting point between new technologies and urban life.
Einar is educated as an interaction designer at AHO, but also has a background from architecture and urbanism, music and technology. His work includes visualisations of technology, films, inventions, interactive products and exhibitions. Einar also lectures widely about design, technology, everyday life and media at conferences and institutions such as Goldsmiths University, IxDA, the School of Visual Arts in New York, Playful, TEI and Aalto University.
Outreach and communication is a central part of Einar’s work. This includes opinion articles for national newspapers, online writing and media contributions to places such as Discovery Channel, NRK and CBC. Einar has also been part of organising and hosting the international conference ‘Digitalt Byliv’ on digital urban life. Several of Einar’s projects have been exhibited widely, including ‘Immaterials‘ at Lighthouse, MoMA’s ‘Talk to Me’ in New York City, ‘Invisible Fields’ at Laboral in Spain and ‘DREAD’ at De Hallen Haarlem in Amsterdam.
Since 2008 Einar has been teaching and developing various areas of interaction design at AHO, including concept development, theory, electronics and programming. Einar is also a part of the Oslo based design studio Voy.
The Anticipation Conference 2017. .. Read »
Making and Unmaking the Environment – Design History Society Annual Conference .. Read »
This paper identifies and discusses a set of challenges relating to the design of digital services in policies and strategies for more liveable and sustainable cities. These challenges emerge in the meeting between the knowledge and practice fields of digital design, which deal with service and interaction design, and urbanism, which is concerned with the study, planning and design of cities... Read »
‘Explorations of the Seed Vault’ is an experimental project about interpreting and communicating data from the Svalbard Global Seed Vault. The project is being developed by Jørn Knutsen and Einar Sneve Martinussen from the Oslo School of Architecture, and the design studio Voy... Read »
Contemporary homes incorporate an increasing number of networked objects, including phones, TVs, and light bulbs. Data is streamed in and out of homes across them. The processes that make these circulations possible are both mundane and obscure... Read »
This thesis is about investigating and revealing the networked city through interaction design. The ‘networked city’ describes an emergent urban condition where digital technologies and wireless communication are increasingly important across everyday urban life. The thesis explores the emergence of the networked city through practice-led interaction design research... Read »
The city is changing in ways that can’t be seen. As urban life becomes intertwined with digital technologies the invisible landscape of the networked city is taking shape – a terrain made up of radio waves, mobile devices, data streams and satellite signals. In Satellite lamps, practices and languages of design are put to use to explain and situate the phenomena of GPS... Read »
Design fictions present us with spaces for construction and reflection, potentially mixing various modes of the emergent and the speculative with the shaping and communication of near future imaginaries. In this article we adopt a blend of rhetorical devices to present and discuss design fictions. We do this by referring to current discourses around drone technologies... Read »
Det siste tiåret har internettet spredt seg fra skrivebordet til noe vi putter i lomma og bærer med oss til enhver tid. Vi «går ikke på Internett» lenger, vi er der hele tiden. Samtidig har digital teknologi blitt et av samfunnets sentrale rammeverk og påvirker alt fra politisk meningsutveksling til hvordan velferdsstaten fungerer... Read »
Design research needs to explore and communicate the potential for design practice to be speculative and motivate discourse as and in design. This may be achieved via Discursive Design. Such a view comes out of practice-driven research on interaction and communication design within a sociocultural perspective... Read »
This article takes up the relations between products, people, and the Internet. Our investigation is set in the context of the emergence of networked and service-driven physical products. The article builds upon the curation and design of an exhibition that pulls together recent hybrids composed of physical objects as well as digital things and networked services... Read »
This article is about the role of film in interaction and product design research with technology, and the use of film in exploring and explaining emerging technologies in multiple contexts... Read »
Radio Frequency Identification (RFID) is a wireless technology that is emerging in consumer products as a method for input and interaction. Although RFID is relatively well known from a technical perspective, the methods and for designing with RFID are less well understood, particularly the tangible and physical aspects of RFID form... Read »
‘Bowl’ is a simple token-based media player designed as a self-contained interface for children between 2–4. The project focuses on the use of tangible interfaces for handling media in relevant physical and social contexts – in this case the home environment... Read »
Last week I wrote about how our film ‘Immaterials: Light painting WiFi’ has spread across the internet and become a popular cultural phenomena over the last year. Today I want to write about a couple of other kinds of impact that the film and the visualisations have created. We have observed the concepts, arguments and visual language being taken up and interpreted as new and derivative work by other practitioners. This points to a different sort of cultural propagation: the spectacle of the film created a momentum that has driven others to re-interpret, re-create and extend the work in many different directions.
A year the YOUrban project released the film ‘Immaterials: Light painting WiFi’. Since then the film has been viewed over a million times and spread far across the internet, finding its way into many different contexts and taken up in various fields. It has received broad international coverage through traditional news media, design magazines, television, radio, popular science, exhibitions, awards, books, and research. It is still being discussed on blogs, websites and is still being reported and shared on social media. In many ways, the film has become a part of popular culture.