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Designing Adaptive Interaction For
Individuals and Crowds in the Public Space
Luke Hespanhol. 2011.
Master of Interaction Design and Electronic Arts
Design Lab. University of Sydney

Based on short paper:

Elastic Experiences: Designing Adaptive Interaction for
Individuals and Crowds in the Public Space

Luke Hespanhol
Maria Carmela Sogono
Goldy Wu
Martin Tomitsch
Rob Saunders

Proceedings from OzCHI 2011
Australian National University, Canberra, Australia
 Very wide display (15 x 1 m)

 Narrow interaction area (approx. 15 x 2 m wide)

 Partial view of interaction

 Targeted audience: passers-by (office workers, families).
 Narrower display (3 x 1 m)

 Broader interaction area (approx. 5 x 5 m)

 Full view of interaction

 Targeted audience: students, faculty staff.
Catalyst to
         self reflection




Foster a sense of connectedness
Aarhus By Light
Aarhus University.
2007.
Vivid Sydney
MCA Interactive Lighting

      Spinifex Group. 2011.
The Red Nose Game
             BBC Big Screens. 2007.




Birmingham                Bradford
Body Movies, Relational Architecture 6
Rafael Lozano-Hemmer. Rotterdam. 2001.
storytelling platform manifested through
A participative
interactions of different nature

     – though aesthetically               coherent –
                             Individual
                                                  in
                  which come to the fore or recede to the back
                               specific
            response          environmental
                             engagementon
                             to change
                     conditions (e.g. audience size).
More than just                         Dynamically
   scalable                              adaptable



                           Individual
             graceful       specific     graceful
   Group     transition                  transition      Group
                          engagement
  specific                                              specific
engagement                                            engagement
Auras and halos, making collective energy visible
Sound
                                speakers

     Screen



                                           Water mist


                  Interactive
                     zone



Sound and mist surrounding the interactive space
 People act differently when they are alone versus when
  they are in a group       EVALUATION APPREHENSION

 Evolutionary approach based on user testing.
 Regular test sessions:     3 to 5 users

  Dry run to final exhibition: about 20 users

  Final exhibition:          50 plus


Different sized                  Tuning for
 audiences                       elasticity
V-shaped interaction




                       triangular-shaped interaction
CROWD
                              • Socialize while immersed in the
                                experience
                              • Interaction THROUGH the work




        INDIVIDUAL
• Focused interaction flow
• Interaction WITH the work
Aesthetic aspects
       connecting
     the evolving interactive
                  scenarios
 Connecting each two people in
  the audience




Halos in an early prototype
 Virtual harp (audience plays it by moving around)

 Ambient sound (always playing)

                        Kinect
 Falling regularly at the back of
  the interaction zone
Crowd specific engagement

                        Mist

                       Sound

                     Auras/Halos

                      Individual
                       specific
                     engagement

                     Auras/Halos
                        Sound
                        Mist
                               Crowd specific engagement
Luke Hespanhol
Email:      luke.hespanhol@gmail.com
Website:    www.nanoluke.com
Twitter:    @nanoluke
 Vivid Sydney Tumblr, after photo from christianocious on
  Flickr. (2011). Spinifex Group – Interactive Paint Projection.
  Retrieved 19-Nov-2011 from
  http://vividsydney.tumblr.com/page/4

 O’Hara, K, Glancy, M, Robertshaw, S. (2008).
  Understanding Collective Play in a Urban Screen Game.
  Proceeding of ACM conference on Computer Supported
  Cooperative Work CSCW 2008.

 Lozano-Hemmer, R. (2001). Body Movies, Relational
  Architecture 6. Retrieved 19-Nov-2011 from
  http://www.lozano-hemmer.com/body_movies.php

 Intel Research Laboratory @ Berkeley. (2002). Familiar
  Stranger Project. Retrieved 19-Nov-2011 from
  http://www.paulos.net/research/intel/familiarstranger/inde
  x.htm

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Elastic Experiences: Designing Adaptive Interaction for Individuals and Crowds in the Public Space

  • 1. Designing Adaptive Interaction For Individuals and Crowds in the Public Space
  • 2. Luke Hespanhol. 2011. Master of Interaction Design and Electronic Arts Design Lab. University of Sydney Based on short paper: Elastic Experiences: Designing Adaptive Interaction for Individuals and Crowds in the Public Space Luke Hespanhol Maria Carmela Sogono Goldy Wu Martin Tomitsch Rob Saunders Proceedings from OzCHI 2011 Australian National University, Canberra, Australia
  • 3.
  • 4.
  • 5.  Very wide display (15 x 1 m)  Narrow interaction area (approx. 15 x 2 m wide)  Partial view of interaction  Targeted audience: passers-by (office workers, families).
  • 6.  Narrower display (3 x 1 m)  Broader interaction area (approx. 5 x 5 m)  Full view of interaction  Targeted audience: students, faculty staff.
  • 7. Catalyst to self reflection Foster a sense of connectedness
  • 8.
  • 9. Aarhus By Light Aarhus University. 2007.
  • 10.
  • 11.
  • 12. Vivid Sydney MCA Interactive Lighting Spinifex Group. 2011.
  • 13. The Red Nose Game BBC Big Screens. 2007. Birmingham Bradford
  • 14. Body Movies, Relational Architecture 6 Rafael Lozano-Hemmer. Rotterdam. 2001.
  • 15.
  • 16.
  • 17.
  • 18. storytelling platform manifested through A participative interactions of different nature – though aesthetically coherent – Individual in which come to the fore or recede to the back specific response environmental engagementon to change conditions (e.g. audience size).
  • 19. More than just Dynamically scalable adaptable Individual graceful specific graceful Group transition transition Group engagement specific specific engagement engagement
  • 20.
  • 21.
  • 22. Auras and halos, making collective energy visible
  • 23. Sound speakers Screen Water mist Interactive zone Sound and mist surrounding the interactive space
  • 24.
  • 25.  People act differently when they are alone versus when they are in a group EVALUATION APPREHENSION  Evolutionary approach based on user testing.
  • 26.  Regular test sessions: 3 to 5 users  Dry run to final exhibition: about 20 users  Final exhibition: 50 plus Different sized Tuning for audiences elasticity
  • 27.
  • 28. V-shaped interaction triangular-shaped interaction
  • 29. CROWD • Socialize while immersed in the experience • Interaction THROUGH the work INDIVIDUAL • Focused interaction flow • Interaction WITH the work
  • 30. Aesthetic aspects connecting the evolving interactive scenarios
  • 31.  Connecting each two people in the audience Halos in an early prototype
  • 32.  Virtual harp (audience plays it by moving around)  Ambient sound (always playing) Kinect
  • 33.  Falling regularly at the back of the interaction zone
  • 34.
  • 35. Crowd specific engagement Mist Sound Auras/Halos Individual specific engagement Auras/Halos Sound Mist Crowd specific engagement
  • 36. Luke Hespanhol Email: luke.hespanhol@gmail.com Website: www.nanoluke.com Twitter: @nanoluke
  • 37.
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