Experience (Re)Design Techniques
using Innovative Mobile Assistive
Technologies and Creative
Context Engineering
Carl Smit...
A major research theme at LTRI is designing
hybrid technologies and methodologies for the
creative industries and creativ...
Objective 1 of FP7 Challenge 8.1: ICT for
Creativity and Learning + Horizon 2020 Research priorities:
Potential of techno...
CRe-AM Creativity Research Adaptive Roadmap.
CRe-AM aims to bridge communities of creators with
communities of technology...
FlyVIZ headset - 360-degree super(vision)

 Giving users the power
to see all around them
at once. What does this
mean?

...
Creating entirely new senses – Neil Harbisson can
hear colour with a prosthetic device.

London Metropolitan University

L...
Artist Neil Harbisson is completely colour-blind
so he create a device to allow him to see colour.
 Simple device transfo...
London Metropolitan University

Learning Technology Research Institute
“We shape our tools, and thereafter our
tools shape us” - Marshall McLuhan

London Metropolitan University

Learning Techn...
Ancient Technology with Modern Pedagogy

London Metropolitan University

Learning Technology Research Institute
Modern Technology with Ancient Pedagogy

London Metropolitan University

Learning Technology Research Institute
London Metropolitan University

Learning Technology Research Institute
Tools, Methodologies and Techniques that enhance
Collaboration, Creativity and Knowledge Construction.

1) Hybrid Reality ...
1) Hybrid Reality - Deformscape
Architect Thom Faulders:
explores interfaces
between space,
perception, and context.
He si...
Intermediality - mvrdv cloud

http://www.designboom.com/architecture/mvrdv-the-cloud/

London Metropolitan University

Lea...
Wiesflecker Architecture - Crinkled Wall

London Metropolitan University

Learning Technology Research Institute
Adrian Cheok. Professor of Pervasive
Computing: Multi-Sensory Internet

London Metropolitan University

Learning Technolog...
PrioVR – Oculus + Body Sensors = Full
Body Immersion.

London Metropolitan University

Learning Technology Research Instit...
2) Context Engineering: made possible
through the datafication of everything

London Metropolitan University

Learning Tec...
Clay Vision

London Metropolitan University

Learning Technology Research Institute
Analogue and Digital Context Engineering

London Metropolitan University

Learning Technology Research Institute
A revolution in spatial literacy: Access to
new spaces: Implications for what can be
known

London Metropolitan University...
Fractured View = No common ground /
(Cultural Heritage) = Reduction in Creativity
/ Knowledge Construction.

London Metrop...
London Metropolitan University

Learning Technology Research Institute
Re-enabling focus in music listening
-slowlistening.com
A pair of
headphones
that force its
wearer to focus
on the music b...
18 months
“We decided we
had to give them
the whole album
for free – but with
a catch. You had
to be dancing to
the music ...
Context Engineering - Conversation Spacification
Same Height Parties :
artist Hans Hemmert
explores the notion of
how firs...
Context Engineering
Innespace
Productions
have created a
series of unique
dolphin-inspired
submersible
boats that can
jump...
London Metropolitan University

Learning Technology Research Institute
3) Body hacking / Reality Hacking – Eidos Outcomes
Context engineering: What if we had the same control over our senses – ...
Lorenz Potthast's Decelerator helmet
"Decelerator," the avant
garde piece of headgear
does just that: it has a
camera that...
Perceptual Augmentation Devices
Exploring perceptual
expansion through
sensory substitution
and augmentation.
The function...
Plug-in architecture - Walter Pichler

Absolute Architecture: For Pichler and
Hollein, architecture was not what it
enable...
Flyhead-environment-transformer
Haus-Rucker-Co were
exploring on the one hand,
the potential of architecture
as a form of ...
HYUNGKOO LEE – Objectuals
Re-imagining
what already
exists and using
perspective to
shape reality
instead of
changing real...
Tetris video game fixes lazy eye
The McGill University team
discovered the popular tilematching puzzle could train
both ey...
FOV technologies- Oculus Rift

London Metropolitan University

Learning Technology Research Institute
Apply different types of perspective / lenses to break
learnt conventions by reprogramming vision

London Metropolitan Uni...
Avegant's Virtual Retinal Display

London Metropolitan University

Learning Technology Research Institute
Body Hacking / Reality Hacking
Karolinska Institute - Ehrsson Body Illusions :
Seeing through another POV

London Metropol...
London Metropolitan University

Learning Technology Research Institute
Mirror Neurons: Implications from Neuroscience

London Metropolitan University

Learning Technology Research Institute
Oculus – Among the Sleep
Among the Sleep, where
players experience the
world through the eyes of
a two-year-old child.
T...
Julius-Von-Bismarck - Topshot-Helmet –
Inducing OBE

London Metropolitan University

Learning Technology Research Institut...
Olaf Blanke – Neuromodulation via Luis Girae

London Metropolitan University

Learning Technology Research Institute
London Metropolitan University

Learning Technology Research Institute
London Metropolitan University

Learning Technology Research Institute
Macroscopic Visualisation

• The macroscope effectively
provides the overview and the
local point of view of the
research ...
Augmenting the understanding of an art work
Looking at Jackson
Pollock whilst listening to
jazz that Pollock himself
was l...
3D Movie ‘Hugo’ Cured Neuroscientist’s
Stereoblindness
Bruce Mcnaughton had lived
his entire life “stereoblind”,
which me...
Weak Signal: Importance of peripheral vision.

Removing peripheral vision is a reliable way of
hacking the brain.

Scien...
Summary
Focus on feeling rather than creating more cognitive
dissonance = not living in the moment is leading to diminish...
Challenges: Stop the Cyborgs are concerned with the
ethics of being always on and always augmented.

London Metropolitan U...
London Metropolitan University

Learning Technology Research Institute
London Metropolitan University

Learning Technology Research Institute
The McCollough effect: a phenomenon of
visual perception.

London Metropolitan University

Learning Technology Research In...
Experience design: Moving from ‘Information
Communication’ to ‘Experience Communication’

London Metropolitan University

...
Summary
Post-digital/hybrid reality design uses these tools to
humanise technology via social and cultural applications.
...
Email:
carl.smith@londonmet.ac.uk
Facebook:
facebook.com/behindthebeats
Twitter: behindthebeats

http://www.makototojiki.c...
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Experience (Re)Design Techniques using Innovative Mobile Assistive Technologies and Creative Context Engineering

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Human computer interaction, interaction design and experience design have not yet digested the new changes brought about by post digital, hybrid techniques and methodologies. Combining current technologies with the practice of ancient pedagogies is beginning to create possibilities that go beyond the 'normal' repertoire of human cognition & ways of experiencing the-world. Context engineering (Smith, 2013) is an experience design practice that attempts to break the perceptual conventions that limit innovation within the social and knowledge construction agendas.

Field Of View (FOV) technologies like the Oculus Rift http://www.oculusvr.com will not only alter the gaming landscape but will redefine fundamental human experiences in areas like film, education, architecture, and design. The FlyVIZ headset is another FOV technology http://www.slashgear.com/flyviz-headset-brings-360-degree-vision-to-the-party-17261196 that augments the sense of sight by giving the user 360-degree vision. The 360 view is compressed to fit into a human's usual 180 degree field of view, it takes fifteen minutes for the brain to adjust to this new way of seeing and ‘accept it as normal’.

The eye now adjusts so readily to the effects of linear perspective that it is considered to be an innate process. The evolution of our perception alongside our architectural understanding is dictated by spatial conventions that have been built into our cultural constructs since the Renaissance. (Panofsky 1924) in his book ‘Perspective as a Symbolic Form’ established a parallel between the history of spatial representation and the evolution of abstract thought.

Vision and optical experts (Radley 2013) note that it is rather curvilinear perspective that has a strong foundation in reality as the human visual field has a natural curvilinear shape. As a result abstract reasoning which is developed through the use of media tools and media content that are constructed using these ‘incorrect’ conventions can now be augmented and re-engineered with other more ‘realistic’ forms of spatial literacy.

Likewise when the digital blends with the physical, in particular in relation to spatial perception, a hybrid reality appears and the wide and varied impact on consciousness now requires investigation. Context engineering is understood as an intermediality practise for exploring perceptual augmentation by giving us control over our senses, allowing us to adjust them in real time. Context engineering works by combining the affordances of analogue and digital technologies in order to provide fundamentally new ways of seeing and knowing.

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Experience (Re)Design Techniques using Innovative Mobile Assistive Technologies and Creative Context Engineering

  1. 1. Experience (Re)Design Techniques using Innovative Mobile Assistive Technologies and Creative Context Engineering Carl Smith Director / Senior Research Fellow Learning Technology Research Institute LMU London Metropolitan University Learning Technology Research Institute
  2. 2. A major research theme at LTRI is designing hybrid technologies and methodologies for the creative industries and creative researchers. Context engineering (Smith, 2013) is an experience design practice that attempts to break the perceptual conventions that limit innovation within the social and knowledge construction agendas. London Metropolitan University Learning Technology Research Institute
  3. 3. Objective 1 of FP7 Challenge 8.1: ICT for Creativity and Learning + Horizon 2020 Research priorities: Potential of technology in human creative processes. Progress towards a formal understanding of creativity with a view to advancing the measurable capability of computers. Improved efficiency of creative processes. Roadmaps for future research and innovation in the creative industries. Improved competitive position of the European cultural and creative industries - closer dialogue between research and industry. London Metropolitan University Learning Technology Research Institute
  4. 4. CRe-AM Creativity Research Adaptive Roadmap. CRe-AM aims to bridge communities of creators with communities of technology providers, in a collective, strategic intelligence/road mapping effort. Developing, enhancing, and mainstreaming new ICT technologies and tools by addressing the needs of different sectors of the creative industries (e.g. art, culture, epublishing, design etc.) Ranked #1 in call Kick off meeting in Nantes – will feed into Horizon 2020. London Metropolitan University Learning Technology Research Institute
  5. 5. FlyVIZ headset - 360-degree super(vision)  Giving users the power to see all around them at once. What does this mean?  15 min for brain to adjust. No nausea.  The FlyVIZ can only give you 360-degree vision: you must choose how to use it. London Metropolitan University Learning Technology Research Institute
  6. 6. Creating entirely new senses – Neil Harbisson can hear colour with a prosthetic device. London Metropolitan University Learning Technology Research Institute
  7. 7. Artist Neil Harbisson is completely colour-blind so he create a device to allow him to see colour.  Simple device transforms light waves into sound waves using a webcam, computer and a pair of headphones with software that would translate any colour in front of me into a sound. £50  At the beginning he experienced strong headaches because of the constant input of sound, but after five weeks his brain adapted to it.  “Changed the way I perceive art. Now I have created a completely new world - currently working on seeing ultraviolet, which is very important because it can damage our skin.” London Metropolitan University Learning Technology Research Institute
  8. 8. London Metropolitan University Learning Technology Research Institute
  9. 9. “We shape our tools, and thereafter our tools shape us” - Marshall McLuhan London Metropolitan University Learning Technology Research Institute
  10. 10. Ancient Technology with Modern Pedagogy London Metropolitan University Learning Technology Research Institute
  11. 11. Modern Technology with Ancient Pedagogy London Metropolitan University Learning Technology Research Institute
  12. 12. London Metropolitan University Learning Technology Research Institute
  13. 13. Tools, Methodologies and Techniques that enhance Collaboration, Creativity and Knowledge Construction. 1) Hybrid Reality / Intermediality. 2) Analogue and Digital Context Engineering. 3) Body hacking / Reality hacking. London Metropolitan University Learning Technology Research Institute
  14. 14. 1) Hybrid Reality - Deformscape Architect Thom Faulders: explores interfaces between space, perception, and context. He situates the practice of architecture within a broader context of performative research and material investigations that negotiate dynamic relationships between users and environments. London Metropolitan University Learning Technology Research Institute
  15. 15. Intermediality - mvrdv cloud http://www.designboom.com/architecture/mvrdv-the-cloud/ London Metropolitan University Learning Technology Research Institute
  16. 16. Wiesflecker Architecture - Crinkled Wall London Metropolitan University Learning Technology Research Institute
  17. 17. Adrian Cheok. Professor of Pervasive Computing: Multi-Sensory Internet London Metropolitan University Learning Technology Research Institute
  18. 18. PrioVR – Oculus + Body Sensors = Full Body Immersion. London Metropolitan University Learning Technology Research Institute
  19. 19. 2) Context Engineering: made possible through the datafication of everything London Metropolitan University Learning Technology Research Institute
  20. 20. Clay Vision London Metropolitan University Learning Technology Research Institute
  21. 21. Analogue and Digital Context Engineering London Metropolitan University Learning Technology Research Institute
  22. 22. A revolution in spatial literacy: Access to new spaces: Implications for what can be known London Metropolitan University Learning Technology Research Institute
  23. 23. Fractured View = No common ground / (Cultural Heritage) = Reduction in Creativity / Knowledge Construction. London Metropolitan University Learning Technology Research Institute
  24. 24. London Metropolitan University Learning Technology Research Institute
  25. 25. Re-enabling focus in music listening -slowlistening.com A pair of headphones that force its wearer to focus on the music by dropping the volume if they move. London Metropolitan University Learning Technology Research Institute
  26. 26. 18 months “We decided we had to give them the whole album for free – but with a catch. You had to be dancing to the music in order to listen to it all.” London Metropolitan University Learning Technology Research Institute
  27. 27. Context Engineering - Conversation Spacification Same Height Parties : artist Hans Hemmert explores the notion of how first impressions are made, as any height related impressions are subverted. Usually when talking to people it’s suggested you approach them at their level. Eye contact is constantly recommended as a way to bond with people. London Metropolitan University Learning Technology Research Institute
  28. 28. Context Engineering Innespace Productions have created a series of unique dolphin-inspired submersible boats that can jump, dive and roll like real dolphins. London Metropolitan University Learning Technology Research Institute
  29. 29. London Metropolitan University Learning Technology Research Institute
  30. 30. 3) Body hacking / Reality Hacking – Eidos Outcomes Context engineering: What if we had the same control over our senses – if we could adjust them in realtime? What new experiences could this make possible. London Metropolitan University Learning Technology Research Institute
  31. 31. Lorenz Potthast's Decelerator helmet "Decelerator," the avant garde piece of headgear does just that: it has a camera that feeds video to the head-mounted display inside, with the wearer (or someone else) able to control the speed of the video playback with a remote. London Metropolitan University Learning Technology Research Institute
  32. 32. Perceptual Augmentation Devices Exploring perceptual expansion through sensory substitution and augmentation. The function of these devices is to expand the body's senses. London Metropolitan University Learning Technology Research Institute
  33. 33. Plug-in architecture - Walter Pichler Absolute Architecture: For Pichler and Hollein, architecture was not what it enables, nor what in encloses, but what it is. London Metropolitan University Learning Technology Research Institute
  34. 34. Flyhead-environment-transformer Haus-Rucker-Co were exploring on the one hand, the potential of architecture as a form of critique, and on the other the possibility of creating designs for technically mediated experimental environments and utopian cities. London Metropolitan University Learning Technology Research Institute
  35. 35. HYUNGKOO LEE – Objectuals Re-imagining what already exists and using perspective to shape reality instead of changing reality itself is something that intrigues me. London Metropolitan University Learning Technology Research Institute
  36. 36. Tetris video game fixes lazy eye The McGill University team discovered the popular tilematching puzzle could train both eyes to work together. Works better than conventional patching of the good eye to make the weak one work harder. www.bbc.co.uk/news/health22245620 London Metropolitan University Learning Technology Research Institute
  37. 37. FOV technologies- Oculus Rift London Metropolitan University Learning Technology Research Institute
  38. 38. Apply different types of perspective / lenses to break learnt conventions by reprogramming vision London Metropolitan University Learning Technology Research Institute
  39. 39. Avegant's Virtual Retinal Display London Metropolitan University Learning Technology Research Institute
  40. 40. Body Hacking / Reality Hacking Karolinska Institute - Ehrsson Body Illusions : Seeing through another POV London Metropolitan University Learning Technology Research Institute
  41. 41. London Metropolitan University Learning Technology Research Institute
  42. 42. Mirror Neurons: Implications from Neuroscience London Metropolitan University Learning Technology Research Institute
  43. 43. Oculus – Among the Sleep Among the Sleep, where players experience the world through the eyes of a two-year-old child. Things seem bigger — you'll need to look up to see a doorknob, for instance — and all you can really do is stumble around like a toddler, walking or crawling away from danger. London Metropolitan University Learning Technology Research Institute
  44. 44. Julius-Von-Bismarck - Topshot-Helmet – Inducing OBE London Metropolitan University Learning Technology Research Institute
  45. 45. Olaf Blanke – Neuromodulation via Luis Girae London Metropolitan University Learning Technology Research Institute
  46. 46. London Metropolitan University Learning Technology Research Institute
  47. 47. London Metropolitan University Learning Technology Research Institute
  48. 48. Macroscopic Visualisation • The macroscope effectively provides the overview and the local point of view of the research object simultaneously. • Within one field of view, to be both in the world and to see yourself in it. The power of looking through, and occupying, your own field of vision. • We can see through satellites now. London Metropolitan University Learning Technology Research Institute
  49. 49. Augmenting the understanding of an art work Looking at Jackson Pollock whilst listening to jazz that Pollock himself was listening to when he made the artwork deeply effected the viewers understanding of the artwork. Enrich the content itself with the context (of how the original artwork was created) London Metropolitan University Learning Technology Research Institute
  50. 50. 3D Movie ‘Hugo’ Cured Neuroscientist’s Stereoblindness Bruce Mcnaughton had lived his entire life “stereoblind”, which meant he was unable to perceive depth correctly. This new effect stayed with him after he walked out of the theatre, because unlike most regular moviegoers, Bruce had been unable to perceive everyday objects with accurate depth. London Metropolitan University Learning Technology Research Institute
  51. 51. Weak Signal: Importance of peripheral vision. Removing peripheral vision is a reliable way of hacking the brain. Scientists have found that there is a neurotransmitter in the peripheral nervous system, that is crucial to focus and memory. This is a problem with augmented reality which tends to focus on only what is directly in front of you. London Metropolitan University Learning Technology Research Institute
  52. 52. Summary Focus on feeling rather than creating more cognitive dissonance = not living in the moment is leading to diminished reality. Take advantage of the plasticity of brain and the plasticity of the senses. Learn more about human perception and the interaction between different sense modalities. Fundamental problem is that we think of the technological solution before defining the human need. New economy coming out of context augmentation rather than content augmentation. London Metropolitan University Learning Technology Research Institute
  53. 53. Challenges: Stop the Cyborgs are concerned with the ethics of being always on and always augmented. London Metropolitan University Learning Technology Research Institute
  54. 54. London Metropolitan University Learning Technology Research Institute
  55. 55. London Metropolitan University Learning Technology Research Institute
  56. 56. The McCollough effect: a phenomenon of visual perception. London Metropolitan University Learning Technology Research Institute
  57. 57. Experience design: Moving from ‘Information Communication’ to ‘Experience Communication’ London Metropolitan University Learning Technology Research Institute
  58. 58. Summary Post-digital/hybrid reality design uses these tools to humanise technology via social and cultural applications. The combination of hybrid reality tools and context engineering practises are fundamentally changing the way we interact, allowing us to access new ways of seeing and knowing. Fluidity of thinking relates to fluidity of movement (Maher) Design problem: Replacing imagination with graphics/visualisation? London Metropolitan University Learning Technology Research Institute
  59. 59. Email: carl.smith@londonmet.ac.uk Facebook: facebook.com/behindthebeats Twitter: behindthebeats http://www.makototojiki.com/ London Metropolitan University Learning Technology Research Institute

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