46,907 research outputs found
The urban screen as a socialising platform: exploring the role of place within the urban space
In this paper we explore shared encounters mediated by technologies in the urban space. We investigate aspects that influence the interactions between people and
people and people and their surroundings when technology is introduced in the urban space. We highlight the importance of space and the role of place in providing temporal and spatial mechanisms facilitating different types of
social interactions and shared encounters.
An emperical experiment was condeucted with a prototype that was implemented in the form of a digital screen, embeded in the physical surrounding in selected
locations with low, medium and high pedestrian flows in the heritage City of Bath, UK.
The aim is to create a novel urban experience that triggers shared encounters among friends, observers or strangers. Using the body as an interaface, the screen acted as a non-traditional interface and a facilitator between people and people and people and their surrounding environment.
Here we outline early findings from deploying the digital screen as a socialiasing platform in a city context. We describe the user experience and demonstrate how people move, congregate and socialize around the digital
surface. We illustrate the impact of the spatial and syntactical properties on the type of shared interactions in and highlight related issues.
The initial findings indicated that introducing a digital platform as a public interactive installation in the urban space may provide a stage for emergent social interactions among various people and motivate users to actively and
collaboratively play with the media. However, situating the digital platform in various locations, and depending on the context, might generate diverse and unpredicted social behaviours designers might be unaware of. In this respect we
believe that the final experience is shaped by interconnection of structural, social, cultural, temporal and perhaps personal elements. We conclude by mentioning briefly our on going work
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The telematic dress: Evolving garments and distributed proprioception in streaming media and fashion performance
Centered around several short films from streaming performances created in 2005, this paper
explores new ideas for movement technologies and garment design in an arts and digital research
context. The "telematic dress" project, developed at the DAP Lab in Nottingham, involves
transdisciplinary intersections between fashion and live performance, interactive system architecture,
electronic textiles, wearable technologies, choreography, and anthropology.
The concept on an evolving garment design that is materialized (moved) in live performance
originates from DAP Lab's experimentation with telematics and distributed media (http://art.ntu.ac.
uk/performance_research/birringer/dap.htm] addressing "connective tissues" through a study of
perception/proprioception in the wearer (tactile sensory processing) and the dancer/designer/viewer
relationship. This study is conducted as cross-cultural communication with online performance
partners in Europe, the US, Brazil and Japan. The inter-active space is predicated on transcultural
questions: how does the movement with an evolving design and wearable interactive sensors travel,
how does movement - and capturing of movement - allow the design to emerge toward a garment
statement, and how are bodies-in-relation-to sensory fabrics affected by the multidimensional
kinesthetics of a media-rich, responsive environment
London Creative and Digital Fusion
date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000date-added: 2015-03-24 04:16:59 +0000 date-modified: 2015-03-24 04:16:59 +0000The London Creative and Digital Fusion programme of interactive, tailored and in-depth support was designed to support the UK capitalâs creative and digital companies to collaborate, innovate and grow. London is a globally recognised hub for technology, design and creative genius. While many cities around the world can claim to be hubs for technology entrepreneurship, Londonâs distinctive potential lies in the successful fusion of world-leading technology with world-leading design and creativity. As innovation thrives at the edge, where better to innovate than across the boundaries of these two clusters and cultures? This booklet tells the story of Fusionâs innovation journey, its partners and its unique business support. Most importantly of all it tells stories of companies that, having worked with London Fusion, have innovated and grown. We hope that it will inspire others to follow and build on our beginnings.European Regional Development Fund 2007-13
Making Exhibitions, Brokering Meaning: Designing new connections across communities of practice
New media museum exhibits often see designers representing the research of expert content providers. Despite perceptions that such exhibits provide museum visitors with a greater depth and range of experience, differences in knowledge and practice between designers and content providers can see content development become an unruly, competitive process in which audience experience, digital mediation, visualisation techniques and meaning become contested territory.
Drawing on Etienne Wengerâs theory of âcommunities of practiceâ, this paper argues that designersâ advocacy for audiences and distance from exhibition content well positions them to broker interdisciplinary goal setting so that exhibitions observe the representational objectives of content providers and meet the needs and preferences of museum visitors. A wide range of design literature already discusses the pragmatic benefits and ethical importance of user-centered design, while the literature on co-design suggests that designed outcomes are more successful if the design process considers the interests of all stakeholders.
These discussions can be compelling, but the inherent challenges in engaging othersâ perspectives and knowledge in the design process are less acknowledged, Wengerâs ideas on the social dynamics of group enterprise offering designers valuable insights into the actuality of negotiating designed outcomes with non-designer stakeholders.
The paper has two main aspects. The first outlines the theory of communities of practice, focusing on the brokering of knowledge and practice between disciplines. This discussion frames an analysis of the design process for two museum exhibitions. Representing an original application of Wengerâs ideas, the discussion recognises the unique role of the designed artifact in brokering information visualization processes, transcending the actions and intentions of individual stakeholders. While accepting there are successful examples of interdisciplinary exchange in various areas of design, the interpretation of examples via Wenger contributes useful principles to the theorisation of co-design with non-designer stakeholders.
Keywords:
Information visualization; New media museum exhibits; Multidisciplinary projects; Communities of Practice; Brokering; User-centered design; Co-Design; Etienne Wenger</p
Evaluation Strategy for the Re-Development of the Displays and Visitor Facilities at the Museum and Art Gallery, Kelvingrove
No abstract available
Embodied conversations: Performance and the design of a robotic dancing partner
This paper reports insights gained from an exploration of performance-based techniques to improve the design of relationships between people and responsive machines. It draws on the Emergent Objects project and specifically addresses notions of embodiment as employed in the field of performance as a means to prototype and develop a robotic agent, SpiderCrab, designed to promote expressive interaction of device and human dancer, in order to achieve âperformative mergingâ.
The significance of the work is to bring further knowledge of embodiment to bear on the development of human-technological interaction in general. In doing so, it draws on discursive and interpretive methods of research widely used in the field of performance but not yet obviously aligned with some orthodox paradigms and practices within design research. It also posits the design outcome as an âobjectileâ in the sense that a continuous and potentially divergent iteration of prototypes is envisaged, rather than a singular final product. The focus on performative merging draws in notions of complexity and user experience.
Keywords:
Embodiment; Performance; Tacit Knowledge; Practice-As-Research; Habitus.</p
Designing Sugaropolis:digital games as a medium for conveying transnational narratives
In this paper, the authors present a case study of âSugaropolisâ: a two-year practice-based project that involved interdisciplinary co-design and stakeholder evaluation of two digital game prototypes. Drawing on the diverse expertise of the research team (game design and development, human geography, and transnational narratives), the paper aims to contribute to debates about the use of digital games as a medium for representing the past. With an emphasis on design-as-research, we consider how digital games can be (co-)designed to communicate complex histories and geographies in which people, objects, and resources are connected through space and time
Designing the printed book as an interactive environment
Reading a book demands a certain level of interaction from the reader. The cover must be opened and pages turned to navigate the information inside. Conventions have been developed over the life of the book to assist the reader in this navigation and provide orientation. The evolution of electronic reading material has given readers greater opportunities for interacting with their reading material, but many readers still prefer reading from a printed book. This paper investigates how the interactive organizational paradigm of hypertext can be implemented in a printed book to give the reader the opportunity for greater interaction and benefit from some of the advantages that electronic reading environments provide. The investigation in this paper follows an iterative design process in consultation with a panel of four experts. Through four rounds of consultation and refinement two potential solutions were developed for the incorporation of hypertext methods in a printed book
VR/Urban: spread.gun - design process and challenges in developing a shared encounter for media façades
Designing novel interaction concepts for urban environments is not only a technical challenge in terms of scale, safety, portability and deployment, but also a challenge of designing for social configurations and spatial settings. To outline what it takes to create a consistent and interactive experience in urban space, we describe the concept and multidisciplinary design process of VR/Urban's media intervention tool called Spread.gun, which was created for the Media Façade Festival 2008 in Berlin. Main design aims were the anticipation of urban space, situational system configuration and embodied interaction. This case study also reflects on the specific technical, organizational and infrastructural challenges encountered when developing media façade installations
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