Week1 Interactivity

315 views

Published on

Published in: Technology
0 Comments
1 Like
Statistics
Notes
  • Be the first to comment

No Downloads
Views
Total views
315
On SlideShare
0
From Embeds
0
Number of Embeds
13
Actions
Shares
0
Downloads
6
Comments
0
Likes
1
Embeds 0
No embeds

No notes for slide
  • Week1 Interactivity

    1. 1. Interactivity
    2. 2. Interactivity Session One
    3. 3. I see display screens everywhere, and I wonder whether they are happy.
    4. 4. I see display screens everywhere, and I wonder whether they are happy. Happy?
    5. 5. I see display screens everywhere, and I wonder whether they are happy. Happy? Well, maybe “happy” is not the right word.
    6. 6. I see display screens everywhere, and I wonder whether they are happy. Happy? Well, maybe “happy” is not the right word. Instead,
    7. 7. I see display screens everywhere, and I wonder whether they are happy. Happy? Well, maybe “happy” is not the right word. Instead, “Do they live meaningful lives?”
    8. 8. I see display screens everywhere, and I wonder whether they are happy. Happy? Well, maybe “happy” is not the right word. Instead, “Do they live meaningful lives?” may be the question to ask.
    9. 9. I see display screens everywhere, and I wonder whether they are happy. Happy? Well, maybe “happy” is not the right word. Instead, “Do they live meaningful lives?” may be the question to ask. John Maeda
    10. 10. Inventing the Medium
    11. 11. Inventing the Medium What is the digital medium?
    12. 12. Inventing the Medium What is the digital medium? Internet, Television, Games, Film…
    13. 13. Inventing the Medium What is the digital medium? Internet, Television, Games, Film… An interplay of technical invention & cultural expression.
    14. 14. Is there a failure of linear media to capture the structures of our thoughts. What happens when we are confronted with the awareness of all the possible choices we might make, all the ways we might intersect one for another.
    15. 15. Interaction is an action that occurs as two or more objects have an effect upon one another.
    16. 16. Interaction is an action that occurs as two or more objects have an effect upon one another. The idea of a two-way effect is essential in the concept of interaction,
    17. 17. Interaction is an action that occurs as two or more objects have an effect upon one another. The idea of a two-way effect is essential in the concept of interaction, (as opposed to a one-way casual effect).
    18. 18. Interaction is an action that occurs as two or more objects have an effect upon one another. The idea of a two-way effect is essential in the concept of interaction, (as opposed to a one-way casual effect).
    19. 19. Interaction is an action that occurs as two or more objects have an effect upon one another. The idea of a two-way effect is essential in the concept of interaction, (as opposed to a one-way casual effect). All systems are related and interdependent.
    20. 20. Interaction is an action that occurs as two or more objects have an effect upon one another. The idea of a two-way effect is essential in the concept of interaction, (as opposed to a one-way casual effect). All systems are related and interdependent. Every action has a consequence.
    21. 21. 1960 The potential of the computer for symbolic representation & for complex interactive systems.
    22. 22. 1960 The potential of the computer for symbolic representation & for complex interactive systems. Computer languages developed to allow more powerful manipulation of quantitative & text-based data.
    23. 23. 1960 The potential of the computer for symbolic representation & for complex interactive systems. Computer languages developed to allow more powerful manipulation of quantitative & text-based data. This is the period in which the field itself was defined. Proposals of The Internet, the first believable computer based character and the word hypertext is coined.
    24. 24. Changes not into a bigger faster snail, but a new species, with new abilities and entirely new powers.
    25. 25. By the end of the 1960s engineers had a good understanding of the potential of the computer. Supporting large databases, experimenting with on-screen images & game-like interaction establishing networked systems that could be accessed by remote terminals with multiple users.
    26. 26. Eliza
    27. 27. Eliza Playful application Eliza, perceived as a human being (therapist).
    28. 28. Eliza Playful application Eliza, perceived as a human being (therapist). The ability to willingly suspend disbelief, as a cinema audience would.
    29. 29. Eliza Playful application Eliza, perceived as a human being (therapist). The ability to willingly suspend disbelief, as a cinema audience would. This is the first time the illusion of life had been created with a computer.
    30. 30. http://www.manifestation.com/neurotoys/eliza.php3
    31. 31. 1970 For educational innovators, the computer becoming a tool for the construction of meaning. (computer assisted instruction, Dynabook)
    32. 32. 1970 PONG & Breakout Pong could exist in other mediums. Breakout could only exist in the gaming environment.
    33. 33. For artists and humanists, it became a tool. Les Levine, Wire Tap 1969-1970. Series of 12 speakers containing a series of conversations between the artist and whoever phoned him during the day.
    34. 34. 1970s Art Responsive environments Psychic Space GLOWFLOW METAPLAY VIDEOPLACE
    35. 35. 1980 Computing Holding Power Storyspace; hypertext system for story telling Hypercard www.smackerel.net/black_white_02.html
    36. 36. First personal computers and word processor Video games become popular as they are exploiting the computers capacity to represent action in which we could participate.
    37. 37. 1980
    38. 38. 1980 By the end of the 80s the computer became a tool for businesses, education and entertainment. shown) (1982 machine
    39. 39. 1980 By the end of the 80s the computer became a tool for businesses, education and entertainment. shown) (1982 machine Internet became used for email and exchanges between colleagues.
    40. 40. 1980 By the end of the 80s the computer became a tool for businesses, education and entertainment. shown) (1982 machine Internet became used for email and exchanges between colleagues. WWW leading to ubiquitous computing.
    41. 41. Opening up ‘surveillance’. Webcams operating 24/7 for science, tourism, exhibitionism, policing, stalking & whims i.e. the state of a coffee pot in a lab halfway around the world.
    42. 42. 1990 The end of books? Models of privacy (self) surveillance & capture
    43. 43. Illusion of space
    44. 44. Illusion of space The computer can present itself to us as a place we can enter and do not wish to leave.
    45. 45. Illusion of space The computer can present itself to us as a place we can enter and do not wish to leave. Two key defining attributes is its:
    46. 46. Illusion of space The computer can present itself to us as a place we can enter and do not wish to leave. Two key defining attributes is its: Processing power that allows the specific procedures, to be executed and recorded.
    47. 47. Illusion of space The computer can present itself to us as a place we can enter and do not wish to leave. Two key defining attributes is its: Processing power that allows the specific procedures, to be executed and recorded. And the participatory quality, to receive input, and allow manipulation.
    48. 48. immersive
    49. 49. immersive This is key as the user can remember any space we can remember, a navigation North or South, East or West.
    50. 50. immersive This is key as the user can remember any space we can remember, a navigation North or South, East or West. The user enters the world and can remember the notion of space.
    51. 51. This becomes the defining experience of the digital medium, interactivity.
    52. 52. 2000 Web 3.0 Interaction with web services Kindle & Kindle controversy (digital rights) Everyone as designer? Self Publishing / conversation Augmented Reality
    53. 53. http://vimeo.com/jamesalliban
    54. 54. http://www.youtube.com/watch?v=U2uH-jrsSxs&feature=related
    55. 55. John Maeda
    56. 56. John Maeda Thinking back to “happy” display screens…
    57. 57. John Maeda Thinking back to “happy” display screens… ...is the question about the display screens or the people around them. Computers seem to get considerable more attention.
    58. 58. John Maeda Thinking back to “happy” display screens… ...is the question about the display screens or the people around them. Computers seem to get considerable more attention. How can we achieve this, innovators only need a passion for discovery.
    59. 59. How may we think? Research Try to include something from 60s, 70s, 80s, 90s, and 2000s.
    60. 60. creative commons images athomeinscottsdale AlphaTangoBravo / Adam Baker

    ×