Location based experience

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Presentation on experience design and concepting for mobile devices by Jelke de Boer (HU crossmedialab)

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Location based experience

  1. 1. Jelke de Boer<br />CrossmediaLab<br />Hogeschool Utrecht<br />FaculteitCommunicatie & Journalistiek<br />
  2. 2. Location based information<br />Using mobile devices to access and experience cultural heritage<br />
  3. 3. Topics:<br />Introduction<br />(new) Media & Mobile trends<br />Experience design<br />Re-sampling culture<br />
  4. 4. Designing spaces for experience<br />
  5. 5. Designing spaces for experience<br />
  6. 6. mobile phones<br />devices<br />sensual design<br />audio branding<br />Urban screens<br />augmented / altered reality<br />Designing spaces for experience<br />(new) Media<br />
  7. 7. Mobile (phone?)<br />
  8. 8. Mojave desert phone booth<br />
  9. 9. Connectivity, participationDirection, localizationExperience, narration<br />
  10. 10. Connectivity, participation<br />system<br />tribe<br />Format<br />concept<br />
  11. 11. Connectivity, participation<br />annotation, (social) tagging, commenting, contribution <br />
  12. 12. Direction, localization<br />Where can I find..<br />How do I get…<br />The cheapest…<br />How late is…<br />Etc…<br />
  13. 13. Experience, narration:placing new stories<br />Splinter Cell AR Game<br />
  14. 14. Experience, narration:telling existing stories<br />
  15. 15. Experience, narrationshowing alternative stories<br />UAR Augmented reality App<br />
  16. 16. Experience design<br />What makes an experience?<br />
  17. 17. Experience design<br />An event based approach of designing for experience<br />
  18. 18. What brought you here?<br />
  19. 19. Experience<br />?<br />
  20. 20. Personal<br />Material<br />Immaterial<br />Social <br />
  21. 21. Emotion<br />Sense<br />Culture<br />Group dynamic <br />
  22. 22. Individual factor<br />Our senses and emotions and how the experience makes us feel<br />FLOW<br />
  23. 23. Social factor<br />Our cultural background and the influence of people with whom<br />we undergo an experience<br />Empowering existing relations<br />Meeting new people<br />
  24. 24. Material factor<br />The physical (or virtual) environment<br />Cost, weather, time of day (or duration)<br />
  25. 25. Immaterial factor<br />The educational or conceptual (for example religion) value of <br />an experience<br />Educational<br />The meaning of life<br />
  26. 26. Experience process<br />
  27. 27. Assignment<br />In 4 groups: Think of possible ideas for a mobile app that create <br />Value in one of the 4 quadrants<br />social<br />material<br />immaterial<br />personal<br />
  28. 28. How can a mobile app add to the social, personal, <br />material or immaterial experience of this space?<br />
  29. 29. social<br />material<br />personal<br />immaterial<br />
  30. 30. Contextual information: <br />The average visitor will, when visiting a museum, spend more<br />time reading the small note with information then looking at the<br />actual artwork itself.<br />5 different artist approaches in dealing with the real world<br />
  31. 31. Realism / objectivity?<br />Gezicht op delft, Vermeer<br />
  32. 32. Intentional and <br />obvious modification<br />L.O.O.Q. MarchelDuchamps<br />
  33. 33. Collage<br />Just what is it that makes today’s homes <br />so different, so appealling? - Hamilton<br />
  34. 34. Placing art back in a real world environment<br />Art project in favela Morro Da Providencia, JR<br />
  35. 35. Improving advertising space<br />Artvertiser, Julian Oliver<br />

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