55 research outputs found
Complex Pleasures: Designing Optional interactions for Public Spaces
This research aims to contribute to knowledge about the design of interactive systems sited in public spaces. In particular, the study concerns "optional interactions" where systems invite interaction from passers-by. These systems are action-orientated ratherthan goal-oriented, are designed to encourage engagement, and offer positive and rewarding experiences through the activity of interaction. This is in contrast to systems that provide functional services that are actively sought out by people, such as ticketvending machines or cash dispensers.This thesis asserts that this kind of optimal, designed experience can be examined and understood through comparisons with approaches taken by new-media artists working in interactive, technological media. Artists have different priorities, and use different methods to those employed by Human-Computer Interaction researchers, and this study aims to further understanding of the potential of these artistic approaches for interaction designers.The setting for these optional interaction systems is any public or semi-public environment, including museums, galleries, shopping centres, foyers and urban settings. As well as understanding the public and social context of these interactions, the experiential aspects of interaction are of primary importance in this study. The work is conducted with the aim of providing practical and theoretical resources to interaction designers tasked with creating engaging interactive systems that initiate and sustain experiences that are highly regarded by the participant. The thesis presents a designframework titled the Optional Interactions Design Framework
PENGARUH HUTAN BAKAU TERHADAP SEDIMENTASI
The aim of this research is to contribute in engineering consideration especially to study the ability Rhizophora shrub to increase velocity of sedimentation. The research has done using phsycal modelling (prototype refer to Rhizophora aged 4 â 5 years old). Depht obtained by three time measuring with 10 minutes interval to obtain precision f measurement. Model has scale 1:10 base on facility.The result of research shows that Rhizophora shrub can reduce velocity, the depth raise, and the velocity of sedimentation raise
Making and Unfinishedness: Designing Toolkits for Negotiation
The diffusion and democratisation of computing technologies and physical prototyping systems has supported the rise of Do-It-Yourself culture. In the context of design innovation, this shift has undoubtedly blurred the lines between the roles of amateur and professional. Crowdsourcing platforms providing easily accessible, lightweight services to promote and fund ideas for new products can potentially radically compress the timescale from new concept generation to market. However, questions are emerging around these adjustments in the roles of amateur and professional, and to what extend individual makers and their communities can participate in, and benefit from, this new landscape. This paper will examine this situation using the framing of a âtoolkit design and developmentâ approach. We discuss the toolkit approach by drawing on the work of a current cross-European, interdisciplinary, collaborative project that is developing a technology toolkit to enable creation of locally based DIY networking systems
There Be Dragons: Navigating the uncharted data territories of creative practice
This report documents the work of the Creative Informatics Creative Horizons 4: There be Dragons project. The There Be Dragons project starts from the premise that data can empower creative businesses to do more and to do it better. Data can be used for creative practice, with creative practice, and to tell us about creative practice. However, coping with data is not a simple or straightforward activity. It has to be collected, analysed, visualised, understood and communicated. There are ethical and privacy issues to consider. The project aimed to investigate and untangle some of these messy issues in order to build a representative picture of the role that data plays in the life of the creative practitioner. The work wasfunded under the Creative Horizon strand of the Creative Informatics project, with the goal of supporting blue sky research on the creative industries
Speculative and Critical Design: approaches and influences in education
As guest editors of this special edition we are delighted to present this selection of papers responding to our call about Speculative and Critical Design in education. The response to the call demonstrates that interest in this approach is increasing and becoming embedded into design, technology and interdisciplinary educational courses. Speculative and Critical Design (SCD), including the whole family of related approaches, is clearly no longer a niche interest, and it is heartening to see how educators, researchers and their students are developing and adapting methods and ideas to suit their own needs and contexts
Digital Skills for the Creative Practitioner: Supporting Informal Learning of Technologies for Creativity
The creative industries play an important role in economic, cultural and social life, and in many creative disciplines much of the workforce is made up of individual practitioners including freelancers, sole traders and small or micro enterprises. These talented creatives often need to be responsible for their own ongoing learning within challenging and ever-evolving digital and technological domains. Whether their creative practice is primarily analogue or digital, Creativity Support Tools (CSTs) and digital platforms are being adopted for use in many phases of the creative production and dissemination process. By necessity, much of the learning that creatives undertake during the adoption of technologies is selfdirected, informal, and often involves peer-to-peer support. This is an important contextual factor that HCI research needs to address when developing tools and support systems for this user group. This one-day workshop will bring together participants from the HCI, creative and educational communities to discuss and share knowledge of technology learning and skills acquisition for working creatives. The workshop aims to examine ideas, strategies and experiences around supporting digital literacy, competency and confidence. The goal is to develop further collaborative research addressing support structures and frameworks in the area of informal learning about digital creativity tools for working practitioners
A hefty dose of lemons: the importance of rituals for audiences and performers at the online Edinburgh Festival Fringe 2020
When the pandemic began to affect the performance world, both festival artists and producers started to adopt creative approaches to moving their work online. In the study presented here, we focus on the 2020 Edinburgh Festival Fringe, which offered a unique opportunity to understand how performers coped with the enforced switch to digital. Underpinning the Fringe Festival ethos is the attitude of experimentation, and we propose that there is much to learn from the response of performers and producers to this unprecedented situation. As one interviewee put it; âwe got given a hefty dose of lemons, and the point of all of this was, just go and make lemonade and see what happensâ (Yvette). In this article, we focus on the challenge of managing the audience experience in the digital space, particularly before and after a performance. We note that familiar rituals play a key role for physical audiences and we position this idea within the Trajectories Framework, identifying coherent journeys through a user experience (Benford and Giannachi 2011. Performing Mixed Reality. The MIT Press. ISBN:978-0-262-01576-9), in order to frame it with digital audiences in mind. We provide recommendations regarding aspects for performers and producers to address as online and digital becomes an increasingly accepted part of the festival landscape
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