Product Design: From Tangible Computing to the Internet of Things, the Role o...Martin Tomitsch
An introductory lecture to product design for interaction and user experience designers, prepared for the Bachelor of Design Computing at the University of Sydney.
When the city becomes the interface: From third-wave interaction to city appsMartin Tomitsch
If we think about the city as an operating system, what would the digital interfaces through which we interact with the city look like? This talk walks through a series of experimental prototypes and discusses challenges and design lessons learned through their deployment in urban space.
Slides for my UX Australia 2014 talk
More info: http://uxaustralia.com.au/uxaustralia-2014/third-wave-interfaces-city-apps
Tomorrows smart cities will work like magicRick Robinson
When I was a teenager, I spent my monthly allowance visiting this basement shop in a London Alley near Oxford Street … at the time, it was the only place in the whole of the UK to buy *really* cutting-edge European Death Metal music.
Technology has changed our world so much over the last two decades that my youth seems like ancient history; but over the next two decades, the changes that will become possible as technology develops will be even more striking; and it may even be hard to recognise the way that we interact with our future world as "human behaviour" as we understand it now.
As consumer technologies such as social media, open data and smartphones evolve through the next-generation of "human/computer interfaces", the incredible power of future technology will be put into the hands of individuals and small businesses. By opening up cities' digital infrastructure to them, business and government can help people and cities to help themselves.
ACRL Preconference, presented by the University of Tennessee at Chattanooga Library for the American Library Association 2010 Annual Conference. June 25, 2010.
Product Design: From Tangible Computing to the Internet of Things, the Role o...Martin Tomitsch
An introductory lecture to product design for interaction and user experience designers, prepared for the Bachelor of Design Computing at the University of Sydney.
When the city becomes the interface: From third-wave interaction to city appsMartin Tomitsch
If we think about the city as an operating system, what would the digital interfaces through which we interact with the city look like? This talk walks through a series of experimental prototypes and discusses challenges and design lessons learned through their deployment in urban space.
Slides for my UX Australia 2014 talk
More info: http://uxaustralia.com.au/uxaustralia-2014/third-wave-interfaces-city-apps
Tomorrows smart cities will work like magicRick Robinson
When I was a teenager, I spent my monthly allowance visiting this basement shop in a London Alley near Oxford Street … at the time, it was the only place in the whole of the UK to buy *really* cutting-edge European Death Metal music.
Technology has changed our world so much over the last two decades that my youth seems like ancient history; but over the next two decades, the changes that will become possible as technology develops will be even more striking; and it may even be hard to recognise the way that we interact with our future world as "human behaviour" as we understand it now.
As consumer technologies such as social media, open data and smartphones evolve through the next-generation of "human/computer interfaces", the incredible power of future technology will be put into the hands of individuals and small businesses. By opening up cities' digital infrastructure to them, business and government can help people and cities to help themselves.
ACRL Preconference, presented by the University of Tennessee at Chattanooga Library for the American Library Association 2010 Annual Conference. June 25, 2010.
A talk members of the Forum One Communications UX team gave at UXCampDC 2013. The focus was on some pain points we hit while trying to wrap our brains around Responsive Design and the tool we've made to help sketch solutions more easily and quickly.
Digital Cultural Learning: Traversing Networks and Activating the Archivefwiencek
The idea of the network is central for our information society. From the Internet, over archives to knowledge: all can be perceived and analyzed as networks.
In my talk I am exploring the idea of the network in these different areas and discuss how it can be employed for cultural learning. Therefore I am departing from the concepts of Connectivism (George Siemens) and “Critical Mediation of Art” (Carmen Mörsch) and discuss examples of the use of digital media for cultural learning and co-creative knowledge generation, in order to meet the challenges, which participatory culture presents for cultural institutions.
Talk presented at the Network_Ecologies Symposium at Duke University on 18.10.2013
A design thinking approach to rapidly developing comics concepts. Workshop presentation by PF Anderson, University of Michigan. Developed for the Office of Health Equity and Inclusion.
This presentation is inspired by Professor Drori Jonathan, Chairman of the H.H Wingate Foundation opening speech at the Wingate World ORT Seminar 2009. The seminar was on Wireless and mobile technologies for learning
In the last 30 years, the desktop metaphor has become the standard user interface for workstations, with
its pros (e.g., ease of learning) and cons (e.g., interaction constraints for skilled users, lack of context
awareness). In this tutorial we present itsme, an initiative to create the next-generation workstation –
especially designed for users who think that what they do holds value. Much of what we present derives
from CSCW research, while Interaction Design research shapes the project, as well as the involvement of
a wide and heterogeneous community of contributing people. The early design phases of the project led to
the definition of a new metaphor for personal computing, called ‘stories and venues’. The metaphor is
being adopted for the development of a radically new front-end for the Linux operating system.
The tutorial illustrates (through the itsme case) how CSCW research can drive the design and
development of an innovative project
this was one of the concepts , I was interning with an organization to build a smart phone, I will be more than obliged if people can ask, comment on the interface.
Understanding, reflecting, designing mobile learning spaces, the classroom of tomorrow - challenges in research and teaching -- a) Emerging problems in the Social Media World b) Yes, we need to educate the Homo Interneticus
Interdisciplinary techniques and methodologies for employing creativity across research practise.
Keywords: Post Digital Design; Context Engineering; Macroscopic Visualisation; Spacification
Abstract:
In the fourth ICT Work Programme under FP7; Objective 1 of Challenge 8: ICT for Creativity and Learning defines the research priorities and the expected impact as “a better understanding of the potential of technology in human creative processes” and “fostering the synergy between understanding and enhancing human creativity, and new technologies”
This lecture and workshop will focus on how we can bring some powerful creative design processes together with available analogue and digital technologies to explore the 'possibility space’ of our research practises.
One of the fundamental methods of employing creativity across research practice is to find methods and tools that review the construction, deconstruction, and reconstruction of the individual research landscape itself. Some of the other interdisciplinary techniques and methodologies for employing creativity across research practices will include:
1) Performing analogue and digital context engineering.
2) Re-navigating using macroscopic visualisation.
3) Exploring the content-form relationship involved in research writing.
Technology and the outdoors: Some experiential possibilitiesJames Neill
There is a philosophical tension in outdoor education about the role of technology. On the one hand, we strip clients of modern technology and engage them in simple living, adventurous activities in natural environments. On the other hand, there are new experiential learning opportunities available via mobile devices, the internet, and multi-media, etc. How might 21st century technology be used to enhance outdoor education? Possibilities include digital photography, video, audio, maps, blogs, wikis, geocaching, pedometers, and virtual environments. More information: http://wilderdom.com/tech
A talk members of the Forum One Communications UX team gave at UXCampDC 2013. The focus was on some pain points we hit while trying to wrap our brains around Responsive Design and the tool we've made to help sketch solutions more easily and quickly.
Digital Cultural Learning: Traversing Networks and Activating the Archivefwiencek
The idea of the network is central for our information society. From the Internet, over archives to knowledge: all can be perceived and analyzed as networks.
In my talk I am exploring the idea of the network in these different areas and discuss how it can be employed for cultural learning. Therefore I am departing from the concepts of Connectivism (George Siemens) and “Critical Mediation of Art” (Carmen Mörsch) and discuss examples of the use of digital media for cultural learning and co-creative knowledge generation, in order to meet the challenges, which participatory culture presents for cultural institutions.
Talk presented at the Network_Ecologies Symposium at Duke University on 18.10.2013
A design thinking approach to rapidly developing comics concepts. Workshop presentation by PF Anderson, University of Michigan. Developed for the Office of Health Equity and Inclusion.
This presentation is inspired by Professor Drori Jonathan, Chairman of the H.H Wingate Foundation opening speech at the Wingate World ORT Seminar 2009. The seminar was on Wireless and mobile technologies for learning
In the last 30 years, the desktop metaphor has become the standard user interface for workstations, with
its pros (e.g., ease of learning) and cons (e.g., interaction constraints for skilled users, lack of context
awareness). In this tutorial we present itsme, an initiative to create the next-generation workstation –
especially designed for users who think that what they do holds value. Much of what we present derives
from CSCW research, while Interaction Design research shapes the project, as well as the involvement of
a wide and heterogeneous community of contributing people. The early design phases of the project led to
the definition of a new metaphor for personal computing, called ‘stories and venues’. The metaphor is
being adopted for the development of a radically new front-end for the Linux operating system.
The tutorial illustrates (through the itsme case) how CSCW research can drive the design and
development of an innovative project
this was one of the concepts , I was interning with an organization to build a smart phone, I will be more than obliged if people can ask, comment on the interface.
Understanding, reflecting, designing mobile learning spaces, the classroom of tomorrow - challenges in research and teaching -- a) Emerging problems in the Social Media World b) Yes, we need to educate the Homo Interneticus
Interdisciplinary techniques and methodologies for employing creativity across research practise.
Keywords: Post Digital Design; Context Engineering; Macroscopic Visualisation; Spacification
Abstract:
In the fourth ICT Work Programme under FP7; Objective 1 of Challenge 8: ICT for Creativity and Learning defines the research priorities and the expected impact as “a better understanding of the potential of technology in human creative processes” and “fostering the synergy between understanding and enhancing human creativity, and new technologies”
This lecture and workshop will focus on how we can bring some powerful creative design processes together with available analogue and digital technologies to explore the 'possibility space’ of our research practises.
One of the fundamental methods of employing creativity across research practice is to find methods and tools that review the construction, deconstruction, and reconstruction of the individual research landscape itself. Some of the other interdisciplinary techniques and methodologies for employing creativity across research practices will include:
1) Performing analogue and digital context engineering.
2) Re-navigating using macroscopic visualisation.
3) Exploring the content-form relationship involved in research writing.
Technology and the outdoors: Some experiential possibilitiesJames Neill
There is a philosophical tension in outdoor education about the role of technology. On the one hand, we strip clients of modern technology and engage them in simple living, adventurous activities in natural environments. On the other hand, there are new experiential learning opportunities available via mobile devices, the internet, and multi-media, etc. How might 21st century technology be used to enhance outdoor education? Possibilities include digital photography, video, audio, maps, blogs, wikis, geocaching, pedometers, and virtual environments. More information: http://wilderdom.com/tech
A presentation to the students at the School of Design, Victoria University of Wellington during September 2010.
The talk covered process, methods, design communication, user research, interaction design and case studies from recent work at Click Suite.
My introductory slides on interaction design and the basics of prototyping for the Intelligent Interactive Systems master's Information Science course given at the University of Amsterdam.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
You could be a professional graphic designer and still make mistakes. There is always the possibility of human error. On the other hand if you’re not a designer, the chances of making some common graphic design mistakes are even higher. Because you don’t know what you don’t know. That’s where this blog comes in. To make your job easier and help you create better designs, we have put together a list of common graphic design mistakes that you need to avoid.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Expert Accessory Dwelling Unit (ADU) Drafting ServicesResDraft
Whether you’re looking to create a guest house, a rental unit, or a private retreat, our experienced team will design a space that complements your existing home and maximizes your investment. We provide personalized, comprehensive expert accessory dwelling unit (ADU)drafting solutions tailored to your needs, ensuring a seamless process from concept to completion.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Challenging the boundaries of interactive experiences
1. Challenging the
boundaries of
interactive
experiences
Martin Tomitsch | Design Lab
Research-wise passionate about everything that is interactive. Especially excited about exploring unexplored grounds, challenging
the boundaries of currently existing and established interactive experiences. Important is that the emphasis is on „experiences“ and
not „technologies“, as potential technologies are already out there.
2. This interest led to the first stage of exploring the boundaries of desktop or window-based interfaces, which was the topic of my
Masters thesis.
3. Xerox Star (1981)
[Source: http://www.scratchdisk.com/About/]
The desktop interface or metaphor as we use it today has been around for long.
4. The Task Gallery (Microsoft Research, 2000)
And there are many ways how the boundaries can be challenged, like looking at other metaphors like the Gallery metaphor.
5. Project Looking Glass (Sun, 2003)
Or making the desktop a 3-dimensional world. This seems to be exciting, but at the same time limited.
6. The first mouse (Douglas Engelbart, 1963)
[Source: Stanford Research Institute]
For example we use the same input device since more than 40 years. I therefore became interested in challenging the boundaries
of existing input devices after the completion of my Masters.
7. Looking at tangible ways of interacting with data. (4T project at DECO/INSO at the Vienna University of Technology)
8. Allowing users to control and interact with data in a more direct and natural way.
9. But going back to displays, we can see that displays meanwhile became ubiquitous. The technology is there. But the experience is
not very exciting. There is often no connection to the context.
10. The same is true for large-scale screens, like those at train stations. How could this technology be used to make the experience
more exciting, to maybe persuade people taking the train by improving the commuting experience.
11. The SmartSlab display at our Faculty is a great piece of technology for exploring such scenarios.
12. For example this piece of technology could be made invisible. What are the implications of that? Why and in which context might
that make sense?
13. The ceiling represents yet another area that is largely unexplored, and under-utilised. These are some example applications that I
developed as part of my PhD. For example one of them shows the short term weather forecast, another reflects the sound
distribution in a room.
15. non-obtrusive, informative, socially engaging
interactive, enjoyable
social, adaptive
All this research and interest has also led to some models. (see Tomitsch et al., A Framework for Architecture as a Medium for
Expression, Pervasive 2008 Workshop on Pervasive Visual, Auditory and Alternative Modality Information Display, 2008.)
16. Experiments
But the focus really is always on the user, which roughly spans three areas (research-wise). 1) Investigating different technologies in
controlled conditions in the form of experiments. (For example different ways of interacting with the ceiling)
17. User-centered design
2) How can users be included in the design process – when, following which methodologies, often challenging in unexplored
domains. (For example developing an ambient sound display for deaf people.)
18. User research: implications
of interactive technologies
Watch the movie at http://ict4d.at/helloafrica/
3) Doing user research, to collect user requirements, but even more to investigate the implications of interactive technologies. (For
example by doing ethnographic research in Africa, where the introduction of the mobile phone had a tremendous impact on the life
of people)
19. Martin Tomitsch | Design Lab
martin.tomitsch@arch.usyd.edu.au
@martintom
Editor's Notes
This interest led to the first stage of exploring the boundaries of desktop or window-based interfaces, which was the topic of my Masters thesis.
The desktop interface or metaphor as we use it today has been around for long.
And there are many ways how the boundaries can be challenged, like looking at other metaphors like the Gallery metaphor.
Or making the desktop a 3-dimensional world. This seems to be exciting, but at the same time limited.
For example we use the same input device since more than 40 years. I therefore became interested in challenging the boundaries of existing input devices after the completion of my Masters.
Looking at tangible ways of interacting with data. (4T project at DECO/INSO at the Vienna University of Technology)
Allowing users to control and interact with data in a more direct and natural way.
But going back to displays, we can see that displays meanwhile became ubiquitous. The technology is there. But the experience is not very exciting. There is often no connection to the context.
The same is true for large-scale screens, like those at train stations. How could this technology be used to make the experience more exciting, to maybe persuade people taking the train by improving the commuting experience.
The SmartSlab display at our Faculty is a great piece of technology for exploring such scenarios.
For example this piece of technology could be made invisible. What are the implications of that? Why and in which context might that make sense?
Theceilingrepresentsyetanotherareathatislargelyunexplored, and under-utilised. These aresomeexampleapplicationsthat I developed as part of myPhD. For exampleone of themshowstheshorttermweatherforecast, anotherreflectsthesounddistribution in a room.
Displaying the sound distribution in a context like a café or restaurant where the acoustic situation is often very bad would allow people to pick a spot based on the noise inside that space.
All this research and interest has also led to some models. (see Tomitsch et al., A Framework for Architecture as a Medium for Expression, Pervasive 2008 Workshop on Pervasive Visual, Auditory and Alternative Modality Information Display, 2008.)
But the focus really is always on the user, which roughly spans three areas (research-wise). 1) Investigating different technologies in controlled conditions in the form of experiments. (For example different ways of interacting with the ceiling)
2) How can users be included in the design process – when, following which methodologies, often challenging in unexplored domains. (For example developing an ambient sound display for deaf people.)
3) Doing user research, to collect user requirements, but even more to investigate the implications of interactive technologies. (For example by doing ethnographic research in Africa, where the introduction of the mobile phone had a tremendous impact on the life of people)