C O N V I V I O 2006 - PowerPoint PPT Presentation

1 / 23
About This Presentation
Title:

C O N V I V I O 2006

Description:

C O N V I V I O 2006 – PowerPoint PPT presentation

Number of Views:43
Avg rating:3.0/5.0
Slides: 24
Provided by: csBa6
Category:
Tags: yird

less

Transcript and Presenter's Notes

Title: C O N V I V I O 2006


1
C O N V I V I O 2006
  • Location Napier University, Edinbvrgh
  • Director Yngve Sundblad, KTH, Stockholm
  • Riccardo Antonini, Consorzio Roma Ricerche
    Roma
  • Organizer Michael Smyth, Napier University

12 25 August, 2006
2
S c h o o l Setting
  • Morning Lectures
  • Afternoon Atelier works

3
L E C T U R E S
Reflective Creativity
Body and Design
E t h n o g r a p h y
T a n g i b i l i t y
Community Design
Evaluation Techniques
Story-telling
Narrative Interactive Products
Pebble Production
4
L e c t u r e s Series
Michael Smyth, Napier University Artefacts,
Places and Interaction Design
You learn best when you feel your body in the
right position, thats how you understand and
truly learn.
FloatingNumbers
5
L e c t u r e s Series
Irene McAra-McWilliam,Glasgow Art
school'Connected Community' and Living Memory'
and examples of designing for with community
We have to make an assumption about our future,
state the assumption about things that will
happening, why its happening and also consider
social and cultural context.
Ex of Design
6
L e c t u r e s Series
Anxo, University of Brighton The User experience
in pervasive communication scenarios
We can prospect a use of mobile interactive
multimedia systems in future communication
scenarios where the storyteller can create and
share self-authored contextual digital content,
giving a new dimension to the multimedia
narrative experience and extending and enhancing
it outside the home boundaries.
7
L e c t u r e s Series
Nina, National Institute of Design, India Design
for contexts and sociability
Repurposing E-Kaavad needs understanding of the
inner and outer influences as well as the
context, the Kaavadiya, the Kaavad maker, the
patron and the audience.
Ex of Design
8
L e c t u r e s Series
DK Arvind, University of Edinburgh Speckled
Computing
Tangibility is the idea to make interface design
stand out at the forefront of interaction. It is
to interact with tangible object and overcome the
sophistication of back-end interaction logic.
Ex of Design
9
L e c t u r e s Series
Joi Roberts, Motorola, Chicago Interaction
Design - Life Beyond Academia
There is one thing more painful than learning
from experience, and that is not learning from
experience.
Ex of Design
10
L e c t u r e s Series
Alan Munro, University of Edinburgh Sense,
Stuff, Nonsense
Researchers dream about the future as a too clean
place/environment. Ethnography is the technique
that observes human and tries to understand how
they live in reality.
11
L e c t u r e s Series
Jean-Baptiste Labrune, University Paris Sud
Reflexive creativity
CREATIVITY REPLICATE TRANSFORM
Ex of Design
12
L e c t u r e s Series
Victor Vina, Design School BarcelonaNarrative
and Meaning of Electronic Products
If we focus only to solve the problem, creativity
in interaction design might be limited.
Ex of Design 1
Ex of Design 2
13
A T E L I E R W O R K S
  • Extend understanding for importance of
    people-centred ICT design
  • Fast prototypes
  • Emphasize on process rather than products

Arvind Silvio Adler
Nina Kicki
David Anxo
Bandwagon
Companion
Speckle
Capturing Experiences
Telling Stories
14
D e s i g n Principles
  • Accessibility
  • Usability
  • Acceptability
  • Engaging

Conceptual Scenarios
Concrete Scenarios
User stories
Use Cases
Specify Constraints
Formalize Design
Abstract
1 2 3 4
Scenario-based design
15
A t e l i e r Work 1 BANDWAGON, Silvio Cioni,
Siena
To design innovative tools and services for
FESTIVAL PEOPLE for supporting cross-cultural
communication and relation experiences.
Metaphor of Star rating on the flyers 3 modes
Rating, Connecting and Constellation mode through
color change Interacting by squeezing for rating
mode, the modes are denoted by pulse. Future
work Evaluation
16
A t e l i e r Work 2 CAPTURING EXPERIENCE,
Kicki Groth Adler, KTH
To capture experiences in Edinburgh A world
meeting point .
We are here Being in the Moment
Encouraging information exchange Post-its as
means for Sharing and Engaging Future work
implementation with interactive technology
17
A t e l i e r Work 3 COMPANION, David Benyon,
Napier
To design intelligent, multimodal personalised
interface for the Fringe Festival..
Interaction turns to R e l a t i o n s h i p
Metaphor of Souvenirs (any form) as living
memory Emotionally connected to
companion. Functionalities ranging from saying
one word to providing Fringe information
Visual, audio, tactile and gesture-based
interaction depends on form of companions Future
Work Embodiment of Relationship in Interaction
18
A t e l i e r Work 4 TELLING STORIES, Anxo
Cereijo Roibas Brighton and Nina Sabnani NID,
India
To simplify multimedia capturing and encourage
co-location stories sharing..
Connection between people and space through their
S t o r i e s
Solution consists of tellRIng, Ring, ecHo and
FouNTain tellRIng is Handheld device that
captures multimedia content and generate ecHO, an
RFID tags, which will be depicted by
Ring Metaphor of Fountain as public meeting
point with tag reader Visual and audio
interaction Future Work System Usability
19
A t e l i e r Work 5 SPECKLE COMPUTING, DK
Arvind, Edinburgh
Mass interaction design for social engagement..
Crowd R e n d e r i n g by Game
CrowdisPlay encourages icebreaking and casual
social interaction Users are specked and
rendered with interactive public display Drawing
attention and engaging via the Sheep Game Motion
interaction Future work Sheep Vs Fringe ?
20
L e s s o n Learnt
21
F r i n g e Population
  • They are Reviewers, Audiences, Promoters,
    Artists
  • They do Criticise, View, Promote, Show
  • They want Rating, Connecting, Capturing, Sharing
    (and Drinking)

C o m m u n i c a t e
22
L e s s o n Learnt
  • We know Lecturers details
  • We dont Members of the other ateliers
  • We discuss Whether to have standard methodology
    for this rapid prototype design
  • We havent Tools/Techniques that help
    facilitating the process and overcoming the
    barriers
  • What is important? Atelier work
  • And also Atelier leader
  • You should Apply for it next year
  • You shouldnt Expect to have a vacation
  • My opinion Summer School is more focus on
    specific issues and give you insights and
    understanding through first hand practice in the
    real setting. However, time limitation and lack
    of support tool affect the quality of the design
    and hence the final output doesnt seem to
    achieve the original aims of this project.
  • In retrospect How to design to communicate

23
C O N V I V I O 2007
A u g u s t
  • Location ?
  • ( http//conviviosummerschool.pbwiki.com/ )
Write a Comment
User Comments (0)
About PowerShow.com