(re) CONNECtMarina Brant . MS in Communications Design . Prof. David Frisco . Pratt Institute . Fall 2012
PROBLEM Digital technology is increasingly influencing our every day lives. At a time when so much attention goes towards its development and use, it is important to emphasize the physical world, especially in the big cities, where people tend to have more individualized interests, and human connections seem to be left behind.
HYPOTHESIS The post-digital era introduces new perspectives to digital technology, dissipating it from focus and moving efforts to more humanized aims. Design practice also evolves around thoughtful and systematic solutions for society. Considering this context and perspectives from overlapping design approaches – including Participatory Design and Interaction Design – this thesis presents the hypothesis that Communications Design can provoke involvement and social engagement. Using a human-centered design, I propose to recontextualize forms of digital interaction to develop an analogue experience that stimulates co-creation, brings awareness to the body, and highlights the importance of human interactions.
Research POST-DIGITALPost digitalParticipatory DesignInteraction Design ANALOGUE DIGITAL • response to digital wave • human-centered approach • deeper experiences in physical objects • new perspectives to digital technology: natural intuitive hybrid
RESEARCHPost digital Interactivity is an essential feature ofINTERACTION Design human-being: a chat, a kiss, a dance, a work of art are all modes of interaction.PARTICIPATORY Design Dan Boyarski • Primarily thought of in the digital realm • Has basic principles focus on human communication • Considers broad aspects of interaction • Human-centered approach • Integrates multidisciplinary perspectives • Uses digital and/or analogue media • The “user” influences final outcomes
RESEARCHPost digital “Participation” in Participatory Design means toInteraction Design investigate, reflect upon, understand, establish, develop, and support mutual learning processesParticipatory Design as they unfold between participants in collective “reflection-in-action” during the design process. Toni Robertson and Jesper Simonsen • People as partners, involved on the process as partners • Began with civil rights movements • Pioneered in Scandinavia to transform the workplace • Applied as methodology by other design areas • Aims the designed pieces to meet needs and be usable
CASE STUDY: PHYSICAL DIGITAL MEDIASIX-FORTY BY FOUR-EIGHTY (By Zigelbaum + Coelho, united States) • Interactive digital installation • Digital to physical
CASE STUDY: PHYSICAL ANALOGUE MEDIAAPPEEL (By TeGreenEyl, GERMANY) • Interactive analogue installation • Digital to analogue • Collective result
CASE STUDY: PHYSICAL ANALOGUE MEDIAdrawing machine #1 - to your hearts content (By joseph l griffiths, Australia) • Interactive analogue installation • Primitive technology • Collective result
CASE STUDY: DIgital to analogueVista Sans Wood Type Project (By Tricia Treacy & Ashley John Pigford, United States) • Digital/analogue dialogue • Hybrid media • Collaborative result
CASE STUDY: DIgital to analogueHandmade visualization tool-kit (By JOSE DUARTE, colombia) • Digital/analogue dialogue • Participative results
SYNTHESISBy analysing the Post-Digitaldomains and principles ofInteraction and ParticipatoryDesign, my research validatesthe importance of ahuman-centered processin the contemporary DIGITALdesign context. INTERACTION ANALOGUE Taking this scenario EXPERIENCE further, I propose to recontextualize forms of digital interaction into an analogue experience, in order to assess the communicative potential of the media. Its intrinsic physicality can highlight the role of real environments and the importance of human-interactions.
DIRECTIONS1 Create an installation piece in a public environment that invites people to collaboratively interact, by providing analogue tools to complete the design. analogue EXPERIENCE that stimulates participation and human- 2 interaction Develop an interactive piece that translates intangible digital attributes into tactile qualities, stimulating the audience in the co-creation of a tangible library collection that could result in an exhibit.
THANK YOU! Marina Brant Fall 2012 Grad. CommD. Pratt Institute