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Immersive design

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Immersive design

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

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