The new creative canvas for digital experiencesJohn Duffield
Digital content delivery has taken huge leaps forward. Are you onboard?
The creative storytelling canvas has forever changed. Reaching audiences at precise locations with immersive digital experiences is now possible.
GPS-anchored Augmented Reality (AR) is exploding. Early-adopter visionary creators like @krista.kim and @vincenthunt are deploying crazy cool art in specific locations available in platforms like @superworldapp.
In this post I unpack why this is a wake up call for:
- CREATORS who make it
- BRANDS who need it
- USERS who experience it
Its time to shift the thinking on storytelling. There’s now an infinite new way to enrich our experience of the world around us.
The ability to virtually visit real places offers practical and yet immersive ways to carry out real-life tasks. Services such as Google Street View allow language learning activities to focus on more descriptive language, while remaining relevant to the learners’ everyday life.
www.avatarlanguages.com
Emotional Element in Digital Art-From Saul Bass to Motion GraphicsWenzhuo Duan
Graphic design and computer animation are viewed as two essential forms of art. Motion graphics, as an animation branch based on the language of graphic design, undoubtedly becomes artists’ mainstream choice in modern society. Dating back to the beginning of motion graphics, a pioneer called Saul Bass comes to mind. Bass is an artist with a simplified-style who concentrates on the emotional part of design. In the 21st century, with the development of digital media art, the interpretation of this element is given more features of our age. This presentation discusses the emotional elements from Saul Bass’ work to modern motion graphic field and aims to help readers build a rational and emotional consciousness in current digital art world.
The new creative canvas for digital experiencesJohn Duffield
Digital content delivery has taken huge leaps forward. Are you onboard?
The creative storytelling canvas has forever changed. Reaching audiences at precise locations with immersive digital experiences is now possible.
GPS-anchored Augmented Reality (AR) is exploding. Early-adopter visionary creators like @krista.kim and @vincenthunt are deploying crazy cool art in specific locations available in platforms like @superworldapp.
In this post I unpack why this is a wake up call for:
- CREATORS who make it
- BRANDS who need it
- USERS who experience it
Its time to shift the thinking on storytelling. There’s now an infinite new way to enrich our experience of the world around us.
The ability to virtually visit real places offers practical and yet immersive ways to carry out real-life tasks. Services such as Google Street View allow language learning activities to focus on more descriptive language, while remaining relevant to the learners’ everyday life.
www.avatarlanguages.com
Emotional Element in Digital Art-From Saul Bass to Motion GraphicsWenzhuo Duan
Graphic design and computer animation are viewed as two essential forms of art. Motion graphics, as an animation branch based on the language of graphic design, undoubtedly becomes artists’ mainstream choice in modern society. Dating back to the beginning of motion graphics, a pioneer called Saul Bass comes to mind. Bass is an artist with a simplified-style who concentrates on the emotional part of design. In the 21st century, with the development of digital media art, the interpretation of this element is given more features of our age. This presentation discusses the emotional elements from Saul Bass’ work to modern motion graphic field and aims to help readers build a rational and emotional consciousness in current digital art world.
Architects started as makers of mass. Later, this idea evolved into the thought that the spaces carved out in buildings were the true art of architecture. As society evolved and mass transit provided the opportunity for many different classes, races and geographical groups would be in the same space, architecture began to embody utopian ideals of society.
Similarly, the “user experience” field began with the study of the interactions between people & computers. UX designers bridged the cognitive gap between people’s minds & the logical 1’s and 0’s of machines. As “user-centered” design & social media continue to grow, UX’ers realize they create frameworks in which brands build connections to customers, even facilitating interaction between those users: Interaction Design. A 2D space that gives people agency to participate in desired patterns. Social Choreography.
If there's anything to be borrowed from the practice of architecture to help UX, its the power of the diagram. The key to great UX is ensuring we meet both business and user goals by mating the mental models of the people interacting with the experiences we design.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Documentation of the project URband of Oliver Jahn, interaction design student at the btk in Berlin.
Course: Tangible Interaction "The Beauty of Waiting"
The artistic aim of the Walking the Edit project is to enable the creation of unique and individual movies by anybody, based on already existing audio-visual material and... a walk.
Stories of-from-about-with the territory: the practice of “walking of a movie” is an open and playful way of interacting with the audiovisual memory of our surrounding environment and everyday life. By mixing our immediate reality with feeds and data coming from the digital space (the mobile internet), we create a so-called “augmented reality”. The project “Walking the Edit” opens an alternative path to this hybrid territory, by reducing the growing data-worlds into a single linear, time based construction: a story. One story out of many potential others: the past of the place you are interacting with is (re)combining itself to deliver a new, contextual and unique story that belongs to your present.
Hearing Voices: An Overview of Augmented Reality AudioTim Haynes
A look at the current state of augmented reality audio, the major players, inflection points on the horizon, and specific ways geotagged audio can apply to travel -- both today and in the future.
A key-note presented at Rotterdam University of Applied Sciences in february 2014 about how philosophy of "embodiment of human being" can help design the Smart City. Instead of making the city digital, how can we use digital processing to make for a better experience in the actual, concrete world in which our bodies are situated?
A short overview of the practical tools and research methods, developed by the Laboratory for Urban Games and Research while working with Vilnius public spaces and neighbourhoods since 2009.
Trumpa apžvalga dizaino paremtų tyrimo metodų ir vietokūros sprendinių, skirtų viešosioms erdvėms ir kaimynijoms, kurias miesto žaidimų ir tyrimų laboratorija Laimikis.lt plėtojo nuo 2009 m. dirbdama Vilniaus erdvėse.
From park bench to satellite: designing from the ground upegoodman
Talk for IDSA 2011, in New Orleans.
Often the most exciting opportunities are ones that we make for ourselves. By engaging with the people and places around us, we can reimagine the possibilities for social interaction in the everyday. Surveying diverse models for making and remaking urban green spaces, this talk will present tactics for working with cities, neighborhoods and communities to inspire, inform and instruct the design process from the ground up. Along the way we will explore the unique challenges that designers encounter when addressing urban issues as well as groups of individuals.
How do we make use of new media technologies in urban design? At the conference Social Cities of Tomorrow (Amsterdam 17-2-2012) we propose the concept of the social city as an alternative design approach to 'smart cities'.
Architects started as makers of mass. Later, this idea evolved into the thought that the spaces carved out in buildings were the true art of architecture. As society evolved and mass transit provided the opportunity for many different classes, races and geographical groups would be in the same space, architecture began to embody utopian ideals of society.
Similarly, the “user experience” field began with the study of the interactions between people & computers. UX designers bridged the cognitive gap between people’s minds & the logical 1’s and 0’s of machines. As “user-centered” design & social media continue to grow, UX’ers realize they create frameworks in which brands build connections to customers, even facilitating interaction between those users: Interaction Design. A 2D space that gives people agency to participate in desired patterns. Social Choreography.
If there's anything to be borrowed from the practice of architecture to help UX, its the power of the diagram. The key to great UX is ensuring we meet both business and user goals by mating the mental models of the people interacting with the experiences we design.
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
In this original Digital Art and Philosophy class, we will become familiar with different forms of digital art and related philosophical issues. Digital art is anything related to computers and art such as using a computer to create art or an art display that is digitized. Philosophical aspects arise regarding art, identity, performance, interactivity, and the process of creation. Students may respond to the material in essay, performance, or digital art work (optional). Instructor: Melanie Swan. Syllabus: www.MelanieSwan.com/PCA
Documentation of the project URband of Oliver Jahn, interaction design student at the btk in Berlin.
Course: Tangible Interaction "The Beauty of Waiting"
The artistic aim of the Walking the Edit project is to enable the creation of unique and individual movies by anybody, based on already existing audio-visual material and... a walk.
Stories of-from-about-with the territory: the practice of “walking of a movie” is an open and playful way of interacting with the audiovisual memory of our surrounding environment and everyday life. By mixing our immediate reality with feeds and data coming from the digital space (the mobile internet), we create a so-called “augmented reality”. The project “Walking the Edit” opens an alternative path to this hybrid territory, by reducing the growing data-worlds into a single linear, time based construction: a story. One story out of many potential others: the past of the place you are interacting with is (re)combining itself to deliver a new, contextual and unique story that belongs to your present.
Hearing Voices: An Overview of Augmented Reality AudioTim Haynes
A look at the current state of augmented reality audio, the major players, inflection points on the horizon, and specific ways geotagged audio can apply to travel -- both today and in the future.
A key-note presented at Rotterdam University of Applied Sciences in february 2014 about how philosophy of "embodiment of human being" can help design the Smart City. Instead of making the city digital, how can we use digital processing to make for a better experience in the actual, concrete world in which our bodies are situated?
A short overview of the practical tools and research methods, developed by the Laboratory for Urban Games and Research while working with Vilnius public spaces and neighbourhoods since 2009.
Trumpa apžvalga dizaino paremtų tyrimo metodų ir vietokūros sprendinių, skirtų viešosioms erdvėms ir kaimynijoms, kurias miesto žaidimų ir tyrimų laboratorija Laimikis.lt plėtojo nuo 2009 m. dirbdama Vilniaus erdvėse.
From park bench to satellite: designing from the ground upegoodman
Talk for IDSA 2011, in New Orleans.
Often the most exciting opportunities are ones that we make for ourselves. By engaging with the people and places around us, we can reimagine the possibilities for social interaction in the everyday. Surveying diverse models for making and remaking urban green spaces, this talk will present tactics for working with cities, neighborhoods and communities to inspire, inform and instruct the design process from the ground up. Along the way we will explore the unique challenges that designers encounter when addressing urban issues as well as groups of individuals.
How do we make use of new media technologies in urban design? At the conference Social Cities of Tomorrow (Amsterdam 17-2-2012) we propose the concept of the social city as an alternative design approach to 'smart cities'.
Prowess-ing the Past: Considering the AudienceRuth Tringham
The aim of this presentation was to shift the focus of 3D modeling in archaeology and cultural heritage to consider the ways in which a more active motivation and engagement of their users (whether professionals or general public) might lead to the long-term sustainability of the models and visualizations. Currently the life expectancy of 3D models in installations or on-line is generally quite short. My argument is that engagement with the models should be measured not so much how many users/visitors a model receives, but in how long and through how many re-visits the users wish to visit the same model. I am guessing that for most users, the visit is a one-time short event. I identify five major strategy foci that might lead to longer and more specific usage of the models and thus to their longer-term sustainability; these are: 1) active user participation, 2) meaningful exploration, 3) cultural presence, 4) multi sensorial experience, and 5) the education of attention, with greatest emphasis given to the latter. I end with idea that these five foci in fact could all be embraced within the gamification of the models, not necessarily as video games, but as media-rich non-linear narratives that go by various terms, such as Walking Simulator, Interactive Digital Stories, and Alternative Reality Games that take advantage of a mixed environment of Augmented and Mixed Reality as well as the more “traditional” Virtual Reality modeling. I finally point out that such gamification could potentially make powerful contributions to draw attention to socio-political and ethical issues of cultural heritage and archaeology.
Speakit is an intermodal messaging system that allows for the repurposing and re-appropriation of surfaces and privatized spaces by introducing guerilla communication. This system was specifically designed with the Vancouver 2010 Olympics in mind.
This presentation by Susana Bautista, Adjunct Faculty, Annenberg School of Communication and Journalism, University of Southern California - explores the notion of museums and placemaking, and how digital technologies are enabling museums to mark their places in new and innovative ways. When museums think about technology today, they must also think about place. A few questions to ask are: What are the new places that museums are occupying in the digital age? How do museums act with their visitors in these new places? How do these “new” places connect with the “old” places? What new places are museum visitors occupying, and what are they doing there? How do museums “make” place, and is there a hub? Placemaking has existed from Stonehenge to the Acropolis, and to monumental buildings centrally placed within a community such as The Metropolitan Museum of Art, the Art Institute of Chicago, and the Getty Center; and museums historically have had branches or satellites, programs within the community, and community partners. What is new is how technology allows us to better understand the networked museum experience, to engage its global community of visitors and users, and to connect physical and online places, mobile and fixed experiences.
hashtag architecture: human behaviour towards architecture in social mediaRay Shabir
a brief thought-piece on human behaviour towards architecture, in the reign of social media. created for my university course study of anthropology in architecture.
i have no right to all of the illustrations and images used in the presentation. they were used only for educational purposes.
Non-linear Storytelling: Towards New Methods and Aesthetics for Data NarrativeGiorgia Lupi
presented at Strata Conference, NY, October 29 2013 /
How can a data-driven visualization tell multiple interplaying stories, and achieve a viable result in an abstract visual composition?
I will share the work I am doing with my information design company (accurat.it) on analysing and visualising complex cultural, social and economical phenomena and focusing on a project for La Lettura, the cultural supplement of the Italian newspaper Corriere della Sera (full gallery here http://www.flickr.com/photos/accurat/sets/72157632185046466/)
Purposely, the aim here is to compose and deliver non-linear and multi-layered visual narratives able to maintain the informative richness of the data but still making this richness more accessible and understandable, publishing compound and complex stories told through data visualizations.
I will describe how we can imagine to open new perspectives in the field and how we can also aim at educating readers’ eyes to get familiar with new visual ways to convey the richness of information that we experience in our everyday lives rather than simplifications of the phenomena analysed.
The speech will outline the design process from the very first ideas to the final results in different cases, presenting backstage materials such as sketches and intermediate versions and showing how we select, analyse and combine different data-sets. It will conclude by tracing some red threads to discover possible new approaches to the aesthetics of data-visualization: focusing on how to get inspired from many different disciplines, how to build a personal method and set individual goals, and explaining why we hope our aesthetic and analytic choices can generate new possibilities for ongoing creativity and research in the data-visualisation field
The idea here is to open possible questions rather then providing finite and definitive answers: to ask ourselves how far can we go rather than delimiting the domain.
Accurat's data visualization for La Lettura dissected and explained / lectures for NYU ITP + Parsons Media and Technology Students, February and March 2013
We live in narrative environments: depicting places perception and identity through user generated content:
in The Future of Security, Parsons’ Insititue for information mapping conference within NYC Data Week (New York, 24 Oct 2012)
among the case studies I'm collecting here http://www.scoop.it/t/urbansensing on visualization of georeferenced data, this is a selection of the project based on the city of New York
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.
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.
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.
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
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.
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.
1. User
Generated
cities
[1] GIORGIA LUPI
PHD@Politecnico di Milano
using geo-localized user generated content and
in general of geolocalized digital traces in urban
planning processes
2. OPEN
QUESTIONS
[2] what impact this has on how people live in and enjoy their city?
how to involve the city itself, including its architecture and urban space?
how to merge digital world with the physical one, closing the gap between
digital data and the places where it was originally created?
how to see the city as an input and a platform?
how to add sensory data from the actual environment, combining them
with online generated data and create a physical platform to represent
these data?
3. OPEN
QUESTIONS
[2] what impact this has on how people live in and enjoy their city?
would it be a building?
would it be a public space?
could it be the entire city?
would it be a space or a service on the space?
would them be objects in the space?
how to use these data outcomes to implement in the public space itself,
back to the people?
how to connect social networks with real networks in order to engage in
social interaction?
4. ARCHITECTURE
AS TIME
BASED
[3] I need a new museum, who's gonna build it?
most of the times, the best answer is a non architectural one,
may be is a temporal one...
we don't need always new buildings,
we need to understand how to better use and think the ones we have.
we need to discover underlying needs and
we need to reformulate the questions accordingly.
5. WHAT WE
HAVE
[4] displays that already shows random information in public spaces
6. WHAT WE
COULD DO?
[5] allow people to inquire places and discover meaningful stories about them.
Stories that are provided by actual citizens,
not by famous authors...
The idea is to foster people to generate dialogues / conversations.
and to do it relating to physical places.
7. WHAT ABOUT
TWITTER?
[6] physical space seen as a potential space for publishing?
publish stories related to
a places into the place itself.
8. I WISH THIS
WAS?
[7] #I wishthiswas_____________ #plaza....
9. I WISH THIS
WAS?
[8] all the devices that already provide information
tell you a story about what this place could be
- metro card system when you validate it
- the automatic receipt form the shops,
- the led display that indicate what time you do have to wait for the bus...
- the advertising display when they are in pause...
- led walls...
- loudspeaker in the intervals between different programs..
10. (when at theharbourwalk)
I WISH THIS
WAS?
"@giorgialupi wished #theharbourwalk
to be a temporary art gallery"
11. (when at erasmusbridge)
I WISH THIS
WAS?
"@paolopatelli wished #erasmusbridge
to be a place where he can enjoy
the stars laying on the ground"
12. (when at stop blaak)
I WISH THIS
WAS?
"@sarahlorenzen wished
#blaak to be a place where she
can play the piano open-air
13. I WISH THIS
WAS?
...or we can imagine to launch always different
conversations to be displayed!
(#hereIwouldadd______”
15. User
Generated
cities
[1] GIORGIA LUPI
PHD@Politecnico di Milano
using geo-localized user generated content and
in general of geolocalized digital traces in urban
planning processes