Saturday, April 18, 2009

Designing Interactions: Futures and Alternative Nows

Chapter Takeaways
  • There are many viewpoints from which to approach the future (e.g. artistic vs technological).
  • Creativity may simply mean becoming more aware of the unique objects/events around you.
  • Even unscientific research based in reality can serve to provoke important discussions.
  • Design leaders can be born from groups or as solo practitioners.
  • Small computers may not fit into a traditional GUI model and will need to develop their own equivalent standard.
Introduction
Instead of need being purely functional, we are looking at the idea of a more emotional and psychological need. - Dunne and Raby
  • The "alternative now" that Dunne and Raby offer is something beyond the obvious functionality of the consumer product: they look for more complicated pleasures that hover on the border of the subversive and artistic, but always offering some comment on humanity.
  • Perhaps a digital parallel to the Arts & Crafts movement in reaction to the Industrial Revolution.
Fiona Raby and Tony Dunne
  • Exploring something between reality and fiction.
  • Founding members of the Computer Related Design (CRD) Research Studio at the Royal College of Art in London.
  • Work in three overlapping areas: technology as medium, as a product, and as critique.
Complicated Pleasures
  • Always looking for example of reality that is stranger than fiction.
  • With physical products, our pleasure are sensual and physical. With digital, they are more imaginative.
  • Leave room for interpretation.
Placebo Project
  • Developed a collection of electronic objects to explore mental well-being in relation to domestic electromagnetic fields.
  • Wanted to explore how people would relate to these fake fields.
  • Findings grounded in reality but not in science.
Existential Design
  • See the role of design as a medium for debate,
  • Encourage designers to think up both positive and negative scenarios.
  • Energy Futures, London Science Museum: created 3 potential scenarios for the future of energy.
  • Teddy bear blood bag: use the meat/blood of animals to power everyday objects.
  • Poo lunch box: children bring poo home from school to be used as energy at home.
  • Hydrogen: every home and family is responsible for contribution hydrogen. Even have a brand around the family hydrogen output.
  • Consuming monsters: big, perfect and infectious: an existential shopping mall concept that contain biotechnology map.
  • Utility Pets: xeno-transplantation. Raise a pig with personalized DNA from the time it is an embryo.
John Maeda
  • An interaction designer, computer artist, and teacher.
  • Wrote Maeda@Media.
  • Studying engineering at MIT.
  • Product Design at Tsukuba University.
  • Created work that was both artistic and technical.
  • Professor at the MIT Media Lab, directing Aesthetics & Computing Group.
  • Archived works at www.maedastudio.com.
  • Maeda Studio is not a big company, merely his desk at home.
  • His vision of the future: simplicity.
Simplicity
  • Naomi Enami, Japan's pioneer of interactive media: "You have to go into education to build the people who will one day come and destroy you."
  • Maeda@Media was completely written and designed only by John Maeda.
  • Wants the arts to be more appreciated, because he sees it as a necessity for our future.
  • Leading towards "simplicity" by creating a new Arts & Crafts movement.
Jun Rekimoto
  • Established Interaction Laboratory in 1999 at Sony to investigate the future of HCI and digital lifestyles.
  • Interested in designing interactions for portable computers, situated in the real world and augmented by computer-based information.
  • Small computers may not fit into a traditional GUI model and will need to develop their own equivalent standard.
The Interaction Laboratory
  • Lab full of prototypes.
  • Description of 4 projects:
  • ActiveInk computational ink: will put clouds on the drawing if you choose to draw the sky.
  • BlockJam interactive music cubes: build like Lego to create musical compositions.
  • ToughEngine tactile feedback for touch panels: vibration in response to your touch.
  • Time-Machine Computing navigation system: organizing your files by time.
Augmented Reality
  • Rekimoto thinks that AR is more than just augmented view has an overlay.
  • Sees it as any computer that can be aware of the real world, this includes the cell phone.
Ubiquitous Computing
  • Pick-and-drop: pick an object up in one computer and drop it in another. Building on the concept of drag-and-drop across platforms. Example - walk in front of a projector screen and begin to control it with your cell phone.
  • Gestural interfaces: likely to be the preferred method of input, but has the problem of recall instead of recognition. Gestures should be mimetic rather than symbolic.
  • Ubiquitous computing enabled by sensors and receptors: context aware and adaptive systems. People are not trying to find the equivalent of HTML for physical objects.

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