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Immersive design

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Transcript

  • 1. Mid-term Presentation MA – Design by Practice A phenomenological design analysis of audience experience in digitally augmented exhibitions by Anita Kocsis
  • 2. Abstract
    • Change about conceptualisation of audience
    • Interactive audience behaviour &
    • post-installation activity (the Coda)
    • Design aesthetics (computer & HCD)
    • The Coda (dynamic & evolving installation)
  • 3. Introduction
    • Pluralistic audience – need for language or affective syntax
    • Design shift from “how to use” to “how it feels to use.”
    • “ phenomenology of engagement”
    • Experience-evaluations are few:
    • Paper raises questions about environment, space & time, interactivity & user-experience, articulation of sensory-experience
  • 4. The Coda - a phenomenological approach to audience experience
    • Understanding an experience – the 3D exhibit in Hampi
    • Consciousness & experience
    • Audience & interdisciplinary technology
    • Audience & HCD philosophy
    • Passive to active audience
    • Experience as phenomenological....
    • Impacts on design research &
    • design & curatorial behaviour (place, space & systems)
  • 5. Coda- interaction/user experience methods
    • Definition of experience
    • e-Moto interface (cognitive & physical)
    • linking of emotions to shape, colour & sensory experience
    • (aesthetics of experience, not form)
  • 6. Coda-The post exhibition interface
    • - Orientation / navigation /negotiation / time in the space / spatio- temporal
    • - Bodily experience of the space / embodiment
    • - Relationship between user and screen content
    • - Relationship between user and interface usability / participation / orientation
    • - Level of immersion (“being there”, presence, sense of travel)
    • - Flow (time spent, level of involvement)
    • - Social experience levels: individual and co-experience
  • 7. Post-questionnaire
      • Participants hoped for follow-up opportunities to discuss experiences
      • Questionnaire had been “gruelling.”
  • 8. About the coda
      • An attempt to “visualise experience” using Processing – two designs were produced....
      • “ field” and “body”
      • 1. field – flower for 1 person
      • Field – for many
      • 2. body – embodiment (aural, visual, spatial)
  • 9. Conclusions
      • Influence future design work
      • Sense of “togetherness” with PLACE
      • Co-experiential factors
      • “ Traditional separation” between content providers and audience can be overcome...