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La UX delle cose

Web Software Architect, Team Lead at Council of European Union
Jun. 8, 2012
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La UX delle cose

  1. LA UX DELLE COSE From the screen to the environment and come back Daniela Panfili @TsoDa - http://tsoda.eu
  2. What will see? a. Not testing a new technology but building an experience? b. How to be “flexible”? c. How you can do the same experience? d. What can you use of this experience in software development?
  3. Why I'm so interested in building an esperience outside a screen? The pervasive computing is a reality, but currently is more on paper and in experiments than in our daily life
  4. The interactive museums and installations are a reality of an environmental experience and all of us can try them
  5. From the screen to the environment Web, devices and physical environment
  6. The interactive museums Are in this path and there are a tangible reality How an idea can be interactive?
  7. From the trail to the experience Trying a new technology is not enough to build an experience
  8. Building the base
  9. From the concept to the prototype: managing the whole experience The interactive museums Are in this path and there are a tangible reality
  10. The main characters and their development in our story
  11. The interactive museums Are in this path and there are a tangible reality Objects’ efficiency vs. experience
  12. How to build an experience that needs to be scalable and flexible? • We don’t have the knowledge for making a planning • The concept itself has to be so strong to cover this gap • Each release needs to give the minimum feedback to build the next one and it should have a meaning itself
  13. The interactive museums Are in this path and there are a tangible reality We planned to do three+ releases before building the real installation
  14. From Art to “You” What you can learn and take away with you?
  15. Now it’s your time: how can you build an interactive project? • Choosing the concept, there’s no need to be “artistic” but you need to find a purpose to act for • Applying the technology that better fits with the project purpose • Planning the trials in a way that from each you can learn how to go ahead
  16. Tracking the project history Mapping the development road it’s important to be consistent. Chose your favourite way to collect the process stages. Taking notes, photos or video for each one, conceptual or practical to check them while you move forward.
  17. And in your daily working life? There are still some useful concepts for it
  18. How you can apply this experience developing software? • Paying attention to the relation between the user and his environment • Focusing on the user’s small physical problems and attitudes • Thinking to the user’s emotions • Performance+Budget+Timing vs. User’s experience
  19. What we talked about? Testing a new technology it’s different from building an experience Building “flexible” interactive project If you want to do the same experience Using this experience in software development Questions?

Editor's Notes

  1. All is began with an artistic competition. I and Simone, that is developing with me this installation, together other three friends, one artist, one architect and one interaction designer we made a project for building a interactive experience in a open environment. After that we brought this experience into a close environment, a room. We remained linked to the idea to develop an original and intimate concept of space based on the user’s emotions.
  2. Photo, Miroslaw Balka - Turbine hall
  3. Define the concept– the person the is discovering the new ambient builds a dialog with it, whose result is a mutation of both person and ambient . To accomplish that result you have to leave behind what you know, your mindset based on knowing the ambient, and live the experience of discovering a new ambient . Thus follows a mutual adaptation that bring new knowledge. Travelling is an example of that.
  4. How to build an artistic project and what are the differences with a IT project.
  5. Component of the installation: Galvanic Skin Reponse sensor, Heartbit sensor, ultrasound sensors, leds, sound, Processing and Arduinos.
  6. Technical problems and how to solve them balancing with the end user experience. Sometimes following the technical perfection and the best performance, we forget the impact that it has on the end user.
  7. Heartbit + 1 ultrasound + sound A test with processing building the 3D model of the room with the lights interactions Heartbit + 2 ultrasound + sound and light Heartbit and GSR+ ultrasound matrix + sound and light (with final miniaturized board) Sensors + ultrasound matrix + light with led strips Sensors + ultrasound matrix + more modular sound and light with led strips Sensoris + ultrasound matrix + more modular sound, projections and fog
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