Lumièrophone Demo from The Amazing Rolo on Vimeo.
Thursday, October 22, 2009
Tuesday, October 20, 2009
"SNIFF'
I missed the work of Video artist Karolina Sobecka in Brooklyn in sept. 09 but here is an interesting interactive public projection.
Sniff from karolina sobecka on Vimeo.
Conductive thread
Sunday, October 18, 2009
Interactive media installations seem to be frequently used in museum environments.
Observation of interactive technology in public, used by multiple people
Couple weeks ago I was at the MAD (Museum of Art and Design) and found myself enjoying the interactive screens on different floors. I was really impressed with this fresh way of using interactive displays to solve information design problems. Museums are getting better at drawing the audience in to find out more about there exhibits and this example puts interactive displays in the same space as the Apple i-phone interface.
When you enter, there are screens mapping every floor of the museum. What I enjoyed particularly is the touch screens in each room that give you a quick access to the highlights of the collection and even the entire catalog. Visitors can control the amount of information they are given and access much more details about the different objects. These easy-to-use screens facilitate and entertain the visitors, who have the impression to be part of the exhibition. The screens are pretty big and easy to use by touching with your hand or fingers. It allows you to navigate through different objects complementary to the exhibit. I observe that mainly the young adults and children are using the touch screens. But occasionally, the older museum fanatics were really curious to try the new devices. The program is really straight forward and easy to follow. The transactions between images and menu are quick, almost instantaneous. This new technology allows its users to interact with the objects. It also builds a new relationship between the visitors and the museum environment.
Directional totem in the museum's lobby, part of the program of dynamic media created by Lisa Strausfeld and team. Lisa Strausfeld Featured in Fast Company’s 2009 Masters of Design
Couple weeks ago I was at the MAD (Museum of Art and Design) and found myself enjoying the interactive screens on different floors. I was really impressed with this fresh way of using interactive displays to solve information design problems. Museums are getting better at drawing the audience in to find out more about there exhibits and this example puts interactive displays in the same space as the Apple i-phone interface.
When you enter, there are screens mapping every floor of the museum. What I enjoyed particularly is the touch screens in each room that give you a quick access to the highlights of the collection and even the entire catalog. Visitors can control the amount of information they are given and access much more details about the different objects. These easy-to-use screens facilitate and entertain the visitors, who have the impression to be part of the exhibition. The screens are pretty big and easy to use by touching with your hand or fingers. It allows you to navigate through different objects complementary to the exhibit. I observe that mainly the young adults and children are using the touch screens. But occasionally, the older museum fanatics were really curious to try the new devices. The program is really straight forward and easy to follow. The transactions between images and menu are quick, almost instantaneous. This new technology allows its users to interact with the objects. It also builds a new relationship between the visitors and the museum environment.
Directional totem in the museum's lobby, part of the program of dynamic media created by Lisa Strausfeld and team. Lisa Strausfeld Featured in Fast Company’s 2009 Masters of Design
Wednesday, October 7, 2009
“The Psychopathology of everyday things”
The author talks about the frustrations facing everyday designs. He illustrates a variety of examples of poorly designed products, making you wondering and analyzing objects around you. He believes: “When simple things need pictures, labels, or instructions, the design has failed.” The fundamental principles of Design for Understandability and Usability are providing a good conceptual model and making things visible. In the rest of his work, the author shares his observations critiquing daily used products.
The author continues by explaining the principle of “mapping” which is defined by “a technical term meaning the relationship between two things; between the controls and their movements and the results in the world.” Then, the principle of “feedback” is explained as the action of “sending back to the user information about what action has actually been done, what result has been accomplished.”
Before creating a perfect product it usually takes 5 or 6 attempts to get it right. The functionality needs to be tested and improve until entire satisfaction.
The author continues by explaining the principle of “mapping” which is defined by “a technical term meaning the relationship between two things; between the controls and their movements and the results in the world.” Then, the principle of “feedback” is explained as the action of “sending back to the user information about what action has actually been done, what result has been accomplished.”
Before creating a perfect product it usually takes 5 or 6 attempts to get it right. The functionality needs to be tested and improve until entire satisfaction.
Stupid Pet Trick
“NO WAY”: Comical but yet a practical device.
This analog circuit is constructed using a Force resistor sensor and a LED. When the sensor is activated by the individual, the LED brightens up, lighting the little black box. We then discover the words: NO WAY. This device has been created to communicate a straight forward message. This would eliminate uncomfortable and potentially long lasting exchanges with undesirable people. In the context of a bar or other social venues, this device could prove to be very useful.
Preferably, I would have needed more LEDs or a much brighter one. This “Stupid Pet Trick” could potentially, with improvement, become a practical object.
This analog circuit is constructed using a Force resistor sensor and a LED. When the sensor is activated by the individual, the LED brightens up, lighting the little black box. We then discover the words: NO WAY. This device has been created to communicate a straight forward message. This would eliminate uncomfortable and potentially long lasting exchanges with undesirable people. In the context of a bar or other social venues, this device could prove to be very useful.
Preferably, I would have needed more LEDs or a much brighter one. This “Stupid Pet Trick” could potentially, with improvement, become a practical object.
Reading review: “Design meets Disability”
The chapter starts with the history of mass-produced products by Charles and Ray Eames, manufactured by Herman Miller in the 1940s and 1950s. Charles Eames believed that “design depends largely on constraints”
Design for disability has traditionally been about attracting as little attention as possible. The approach has been less about projecting a positive image and more about covering it.
Fashion is concerned with creating and projecting an image. Its goal is to make the wearer look good and feel better. For examples, eyewear has become an important product in the fashion industry. Since centuries, glasses have been considered to cause social humiliation. Only in 1991, the design press declared that “eyewear has become stylish.” A recent research shows that “Today, 20% of some brands of glasses are purchased with clear non-prescription lenses.” In that case, “the term user becomes inappropriate. Wearer sets up a different relationship between the designer and the person being designed for.”
Hearing aid is another important disability device. “Apart from the singer “Morrissey”, few people have been known to wear a hearing aid for show when they do need one.” Today, people (users/wearer) are used to the cell phone earpieces, earplugs, sending a positive imagery for technology. Hopefully the hearing aids industry will gather designers and engineers to create new products that would improve the self-image of their “patients”.
Later in the chapter, the author discusses the glamorization of prosthetic by actress/model/athlete Aimee Mullins. Her wardrobe is made up not only of different clothes that make her feel a different way but also different legs made of carbon fiber, silicon and curved wood.
Design for disability has traditionally been about attracting as little attention as possible. The approach has been less about projecting a positive image and more about covering it.
Fashion is concerned with creating and projecting an image. Its goal is to make the wearer look good and feel better. For examples, eyewear has become an important product in the fashion industry. Since centuries, glasses have been considered to cause social humiliation. Only in 1991, the design press declared that “eyewear has become stylish.” A recent research shows that “Today, 20% of some brands of glasses are purchased with clear non-prescription lenses.” In that case, “the term user becomes inappropriate. Wearer sets up a different relationship between the designer and the person being designed for.”
Hearing aid is another important disability device. “Apart from the singer “Morrissey”, few people have been known to wear a hearing aid for show when they do need one.” Today, people (users/wearer) are used to the cell phone earpieces, earplugs, sending a positive imagery for technology. Hopefully the hearing aids industry will gather designers and engineers to create new products that would improve the self-image of their “patients”.
Later in the chapter, the author discusses the glamorization of prosthetic by actress/model/athlete Aimee Mullins. Her wardrobe is made up not only of different clothes that make her feel a different way but also different legs made of carbon fiber, silicon and curved wood.
Reading review: The User Illusion: “The Bandwidth of consciousness.”
In this chapter, the author presents his theory about human consciousness which processes only in 40 bits/sec. How much information we can take per second? Only one millionth of what we see, smell or hear. The discard information is far more than information present. “To be aware of an experience means it has passed”.
Consciousness is far slower than you inner mental life. We can’t stop thinking and absorbing information. The discard information is then transferred in the body language. We can communicate without words just by our physical reactions.
Consciousness is far slower than you inner mental life. We can’t stop thinking and absorbing information. The discard information is then transferred in the body language. We can communicate without words just by our physical reactions.
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