1,152 research outputs found

    Do it together : the effect of curators, designers, and technologists sharing the making of new interactive visitors’ experiences

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    Tangible interaction offers new ways to engage users with digital systems through material means. We use ubiquitous computing to create reactive spaces and smart objects that seamlessly blend with the surroundings or the exhibition and bridge the gap between the physical and the digital. The technology is intentionally concealed to bring places and stories from the past into the present and create immersive experiences where technology complements heritage (as opposed to compete with it for visitors’ attention). The full integration of technology with the exhibition or heritage requires approaching the design of the visitors’ experience as a collaborative project that combines curatorial, technical and design aspects. As a multi-expertise team, we created, implemented, and evaluated thee concepts: an evocative experience in the trenches and camp of World War I in the Italian Alps; an interactive layer to tell the personal stories of those involved in the changes in The Hague during the Nazi occupation; and a set of multimedia installations to enrich a permanent collection of World War I artillery. The design effort was on both the creation of bespoke devices and the composition of content that was not didactic but open to personal interpretation: curators left traces for visitors to pick up, and when this occurred the experience was deeper and stronger. Our evaluations show that the powerful outcome cannot be ascribed to just one component, technology versus content. One empowers the other: an approach that simultaneously works on interaction and content is essential to make a design that exploits the place or the objects to a powerful final effect. Clearly, this challenges the traditional exhibition design process as curators become creative members of the team in charge of shaping, through the content, the final experience of the visitors. It is then a matter of rethinking not only the technology for heritage, but also the process, and for curators to become more daring with content

    NewsThings: Exploring Journalism and the Internet of Things

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    Technology Demonstration: Augmented Design Ideation

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    This technology demonstration showcases augmented design ideation tools that have been developed to explore hybrid design environments [1] using novel prototypes that use ambient informatics and ubiquitous computing approaches. The tool aims to enhance the creative scope of multi-participant design ideation by providing contextually relevant visual design prompts to enhance design ideation processes and conceptualisation [1]

    Break it! till you Make it!

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    Break it till you Make it explores the democratization of digital project-based learning with children ages 7-11. Using elementary schools and community centers in Toronto as a case study, this project looks at how we can dramatically lower the cost of digital project-based learning when classes sizes of 30 are commonplace. The research investigated the current trends in digital education, and how digital project-based education fosters the 4 Cs: creativity, critical thinking, communication and collaboration. Finally, the research documented the process of building a low-cost mobile makerspace, cost-effective workshops and participant feedback. The result showed the dramatic reduction of cost per child for digital learning and the scalability of the workshops. The overarching methodology used was action-based and incorporated mixed methods to design the workshops. Staff and volunteers participated as facilitators and co-participants. Lastly, the project provides a new lens by which to look at digital making, by using accessible materials and crafting tools

    DataMoves:Entangling data and movement to support computer science education

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    In the domain of computing education for children, much work has been done to devise creative and engaging methods of teaching about programming. However, there are many other fundamental aspects of computing that have so far received relatively less attention. This work explores how the topics of number systems and data representation can be taught in a way that piques curiosity and captures learners’ imaginations. Specifically, we present the design of two interactive physical computing artefacts, which we collectively call DataMoves, that enable students, 12-14 years old, to explore number systems and data through embodied movement and dance. Our evaluation of DataMoves, used in tandem with other pedagogical methods, demonstrates that the form of embodied, exploration-based learning adopted has much potential for deepening students’ understandings of computing topics, as well as for shaping positive perceptions of topics that are traditionally considered boring and dull

    Developing arts-based methods for exploring virtual reality technologies: A university–industry case study

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    Collaborations between human–computer interaction (HCI) researchers and arts practitioners frequently centre on the development of creative content using novel – often emergent – technologies. Concurrently, many of the techniques that HCI researchers use in evaluative participant-based research have their roots in the arts – such as sketching, writing, artefact prototyping and role play. In this reflective paper, we describe a recent collaboration between a group of HCI researchers and dramatists from the immersive theatre organization Kilter, who worked together to design a series of audience-based interventions to explore the ethics of virtual reality (VR) technology. Through a process of knowledge exchange, the collaboration provided the researchers with new techniques to explore, ideate and communicate their work, and provided the dramatists with a solid academic grounding in order to produce an accurate yet provocative piece of theatrically based design fiction. We describe the formation of this partnership between academia and creative industry, document our journey together, and share the lasting impact it has had upon both parties

    Analogical creative thinking and its application to engineering design and enterprise

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    Analogical thinking is valuable to creative design as it assists generation of new knowledge by mapping analogically from source domain to target domain. This study endeavours to enhance the value of analogical thinking in creative design by the development of Analogical Creative Process (ACP), and evaluation of its application in projects of engineering design and enterprise design. ACP is a systematic step-by-step tool to enable analogical thinking in design, and is derived from the fundamental cognitive process of key theories for analogy establishment. It analyses the given design problem as a complex of sub-systems and identifies their functions, before analogically mapping over the relations among the sub-systems between different domains. With these features, ACP is capable of providing tangible guidance on analogical thinking for designers without requirement of their existing experience in use of analogy. The effectiveness of ACP in creative ideation is examined with positive outcome observed in a real-life engineering design project compared to non-analogical approaches. The interrelations between creativity, analogy and design are identified featuring ACP and analogical thinking through a prescriptive study. As a result, a novel analogy-empowered creative design process is proposed and applied in an enterprise design project as a new field of application for analogical thinking in design. Initial evaluation supports the application success of the creative design process and analogical thinking is proven valuable in assisting enterprise design practices. The outcomes of this study include development of ACP based on the cognitive model of analogy, establishment of a new connection between creativity, analogy and design by the analogy-embedded creative design process, and a new design application of analogical thinking in enterprise. The identification of the value of analogical thinking in the context of enterprise design provides the researchers and entrepreneurs with a new tool to enhance enterprise design and business progress.Open Acces

    Materiality Matters: Exploring the use of design tools in innovation workshops with the craft and creative sector in the Northern Isles of Scotland

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    This paper presents initial reflections regarding the use of bespoke design tools within a series of innovation workshops carried out with practitioners and stakeholders active in the craft and creative industry sector in the Scottish Islands of Orkney and Shetland. We argue that by emphasising such bespoke material tools located in and inspired by the local landscape, history and culture, we encouraged engagement, provided space for innovation and enabled creative collectives in their goal of enhancing and sustaining the creative economy in rural geographies
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