March 4, 2016
Design, HCI, Persuasive Technologies, playstudies, Smart Objects, Tools, Uncategorized
Gave a talk on New Narratives at the conference Models of Diversity at the ETH and ZHDK Zurich.
The main aim of this conference was to create 3-way discourses to search for correlations and models that can foster deeper creative levels of discourses across the disciplines of art, science, sociology and philosophy. A round table conference with paired presentations of art researcher, scientists and theorists in diverse fields of inquiry-alongside dynamic moderators who tried to stimulate discourse.
February 10, 2016
Ambient Intelligence, Design, Internet of Things, Persuasive Technologies, playstudies, Smart Objects, Tools, Uncategorized
I started my new research-project on Augmented Narratives which will involve the platforms of META2 and OCTAGON. For users, good UX-design for Augmented Reality platforms should facilitate physical and psychological immersion in the mediated experience. A holistic, multi-dimensional approach that incorporates qualitative experience and a deep understanding of the psychological aspects of optimum user experience are an imperative for such environments to be successful.
The creation of such a flexible, holistic, and enveloping environment that allows well-tuned variations and personalized adjustments, requires new forms of digital storytelling and the application of new user experience-design paradigms – based on a deep knowledge of the users’ data-scape. How can we can assess and organize these new worlds – in order to create the best experiences?
December 2, 2015
Had the chance to explore Google’s Tango with a team of developers. Great software and it is to hope that it can live up to its potential. The first consumer implementation will be in a package with Lenovo’s PHAB PRO later this year.
The essential aim is to give your mobile device full spatial awareness, or the ability to understand your environment and your relation to it, to get your smartphone to understand the world around it, enabling it to provide augmented reality experiences. A Project Tango device ‘sees’ the environment around it through a combination of three core functions.
First up is motion tracking, which allows the device to understand its position and orientation using a range of sensors (including accelerometer and gyroscope). Further, it involves depth perception, it is able to examine the shape of the world around you. Here it relies on Intel’s RealSense 3D camera. it helps the device to gain accurate gesture control and snappy 3D object rendering among a number of other features.
Additionally, Project Tango incorporates area learning, which means that it maps out and remembers the area around it.
November 30, 2015
Benjamin Seide was a guest of our CGI – International Seminar series. Seide, an Associate Professor for Visual Effects and Animation at the Nanyang Technological University Singapore gave insights into the Art of VFX and his work on JJ Abraham’s Star Trek Into The Darkness, Martin Scorsese’s Hugo (Academy Award Oscar 2012 for Best Visual Effects) and HBO’s Game of Thrones Season 2 (Emmy Award for Best Visual Effects).
July 12, 2014
This book breaks with the conventional model of perception that views vision as a mere inference to an objective reality on the basis of “inverse optics.” The authors offer the alternative view that perception is an expressive and awareness-generating process.
Perception creates semantic information in such a way as to enable the observer to deal efficaciously with the chaotic and meaningless structure present at the physical boundary between the body and its surroundings. Vision is intentional by its very nature; visual qualities are essential and real, providing an aesthetic and meaningful interface to the structures of physics and the state of the brain. This view brings perception firmly in line with ethology and modern evolutionary biology and suggests new approaches in all disciplines that study, or require an understanding of, the ontology of mind.
The book is the joint effort of a multidisciplinary group of authors. Topics covered include the relationships among stimuli, neuronal processes, and visual awareness. After considering the mind-dependent growing of information, the book treats time and dynamics; color, shape, and space; language and perception; perception, art, and design.
August 29, 2013
This book presents an emotion centered research framework titled “emoha” for design innovation. It defines emoha and underlines the importance of the developed framework in culturalization of technology and thereby design innovation. The book explains the detailed research on product styling which leads to the creation of “Emoha” and how to use it in product design.
August 4, 2013
Peter Downton (Author)
This book argues that design in the fields of architecture, interior design, fashion, industrial design, landscape architecture, and communication design, is a way of inquiring, a way of producing knowing and knowledge. Acceptance of this proposition means designing is a way of researching, since the production of knowledge is central to researching in sciences. The text distinguishes various forms of research used in design, but concentrates on researching through the practices of designing activities themselves. Originally published in 2003, the book has been found useful to people working in wider areas including theatre, performance, craft, and film. This slightly revised edition has been specially prepared for Kindle to satisfy a new readership.
Peter Downton is Professor of Design Research at RMIT University, Melbourne, Australia
June 7, 2012
“Design for Emotion” introduces you to the why, what, when, where and how of designing for emotion. Improve user connection, satisfaction and loyalty by incorporating emotion and personality into your design process. The conscious and unconscious origins of emotions are explained, while real-world examples show how the design you create affects the emotions of your users. This isn’t just another design theory book – it’s imminently practical. “Design for Emotion” introduces the A.C.T. Model (Attract/Converse/Transact) a tool for helping designers create designs that intentionally trigger emotional responses. This book offers a way to harness emotions for improving the design of products, interfaces and applications while also enhancing learning and information processing. “Design for Emotion” will help your designs grab attention and communicate your message more powerfully, to more people. Foreword by BJ Fogg, Founder & Director, Stanford Persuasive Technology Lab Creative professionals who design consumer products, entertainment, software, websites, marketing, and communications are beginning to appreciate the importance of evoking emotions and personality to capture viewers’ attention and create satisfying experiences.
“Design for Emotion” addresses the basic questions around designing emotional experiences; why, what, when, where and how do we design for emotion? With extensive real-world examples to help illustrate how emotion and personality are communicated through design, “Design for Emotion” isn’t just another book on design theory – it’s an imminently practical guide to applying and eliciting emotion in design. “Design for Emotion”: explains the relationship between emotions and product personalities; details the most important dimensions of a product’s personality; examines models for understanding users’ relationships with products; explores how to intentionally design product personalities; provides extensive examples from the worlds of product, web and application design; and includes a simple and effective model for creating more emotional designs. The book also features interviews with Stephen P. Anderson, Aarron Walter, Marco van Hout, Patrick W. Jordan and Trish Miner, and case studies from Moni Wolf, Matt Pattison, Shayal Chhibber, Chris Fryer and Damian Smith. Harness the power of emotional design to enhance products, websites and applications while improving user experience and increasing customer satisfaction. “Design for Emotion” will help you communicate your client’s message and brand values with the appropriate emotions and personality for their target audience.
April 28, 2012
Situated Technologies Pamphlets 9: Modulated Cities: Networked Spaces, Reconstituted Subjects
Helen Nissenbaum and Kazys Varnelis
In Situated Technologies Pamphlets 9, Helen Nissenbaum and Kazys Varnelis initiate a redefinition of privacy in the age of big data and networked, geo-spatial environments. Digital technologies permeate our lives and make the walls of the built environment increasingly porous, no longer the hard boundary they once were when it comes to decisions about privacy. Data profiling, aggregation, analysis, and sharing are broad and hidden, making it harder than ever to constrain the flow of data about us. Cautioning that suffocating surveillance could lead to paralyzed dullness, Nissenbaum and Varnelis do not ask us to retreat from digital media but advance interventions like protest, policy changes, and re-design as possible counter-strategies.
Download a PDF or get a printed copy from Lulu.com.
April 26, 2012
Using game theories in areas not otherwise associated with games is often referred to as gamification. This term, however, has gotten a rather negative air recently, because people tend to use it for the wrong purposes. A common issue with gamification is that it is used in marketing with no other goal than to sell products. I don’t think gamification should be used this way — in the long run, it does nothing good for the company trying to sell. Instead, gamification should be used to improve the experience of buying and using a product.
In this long article, Peter Steen Høgenhaug explores how and when to use gamification to improve the user experience of websites and apps, and also when not to use it.
October 18, 2011
Augmented reality (AR) is used all over, and you may not even realize it. Smartphones overlay data onto live camera views to show homes for sale, restaurants, or historical sites. American football broadcasts use AR to show the invisible first-down line on the field to TV viewers. Nike and Budweiser, among others, have used AR in ads. Now, you can learn to create AR prototypes using 3D data, Processing open-source programming language, and other languages. This unique book is an easy-to-follow guide on how to do it.
- Guides you through the emerging technology of Augmented Reality (AR)
- Shows you how to use 3D data with the Processing programming environment and other languages to create AR prototypes for the web, smartphones, Macs, and PCs
- Helps 3D artists and designers who want to move into the AR market but don’t have programming skills
- Covers the essentials of 3D programming, creating objects for an AR library, building and exporting 3D models, and much more
- Explains how to interactively link 3D to physical, virtual, and streaming environments
Author Tony Mullen is both an artist and a programmer and perfectly suited to explain how to bridge these two worlds, as he so deftly does in Prototyping with Augmented Reality.
August 15, 2010
Media Art, people, Uncategorized
Pollution has never been so fashionable: A pair of NYU grad students have created a high-tech sweatshirt emblazoned with pink lungs that suddenly show blue veins when exposed to dirty air. (via Grad students create color-changing clothes that detect air pollution)
March 8, 2010
Natalie Jeremijenko’s new “One Tree(s)” art/tech/science/culture project involves planting 1,000 clones of the same tree in various places and monitoring what happens. One Tree, Jeremijenko planted genetically identical trees in various socio-economically different neighbourhoods in order to question the logic of genetic determinism. While the trees themselves feature no sensors at all, they effectively “visualize” the locative data of the contingent environment (thriving in rich areas while struggling in poor neighborhoods), thereby critiquing the construction of nature as existing outside a network of relations. However One Tree suggests that the point for Pervasive Media may to be to think more metaphorically, beyond technology design in specific, so as to understand and map the relations between technology, nature and politics. Link to One Trees website, Discuss
September 23, 2009
Media Art, people, Uncategorized
Much of the work of user-centered design practitioners involves some type of interviewing. While interviewing is an important skill, many colleagues have little or no formal training in interviewing methods and often learn on the job with limited feedback on the quality of their interviews.
This book teaches readers about the three basic interview methods: structured interviews, semi-structured interviews, and unstructured interviews. The author discusses the various strengths, weaknesses, issues with each type of interview, and includes best practices and procedures for conducing effective and efficient interviews. The book dives into the detailed information about interviews that haven’t been discussed before – readers learn how and when to ask the “how” and “why” questions to get a deeper understanding of problems, concepts, and processes, as well as discussions on laddering and critical incident techniques.
Because so much of what UX practitioners do involves good interviewing skills, this is your one-stop resource with the definitions, processes, procedures and best practices on the basic approaches.
May 8, 2009
In Traces, Simon Penny has advocated the design of “ethical” ubiquitous systems modeled on a understanding of the human that is relational, taking embodied experience as a starting point . Years before it was being used by the game industry, Penny’s project ’99 project Traces, for instance, brought built a virtual reality experience around the body via camera-based motion tracking and an immersive CAVE interface. Far from being an artifact of meatspace, the body is the content of Traces. If we take this approach to the cognitive level, as designers we can think in terms of designing interfaces which situate our selves as political actors in relation to our perception. Whether this is identified with Ubiquitous Media is of little relevance, but in terms of the “avant garde of the control society” it seems important that artists map this terrain.
February 19, 2009
Have a look at Jane McGonigal’s project Superstruct. Check out this video:
Impressive ARG-concept starting with a scenario where “The Global Extinction Awareness System (GEAS) has reset the survival horizon for Homo sapiens-the human race-from indefinite to 25 years.”
Great website tagline: “Welcome to Superstruct the world’s first massively multiplayer forecasting game. Watch the videos. Play the game. Invent the future”