This is the slideshow of a talk I gave at Gnomedex '09 in Seattle, Wa.
It discusses the strangeness of humans and our prosthetic culture. From the externalization of our brains to the machine, to human/machine interfaces, to the blurring boundaries of public and private spaces, to the quick progression of our relationship with humans and computers --- to the strange fact that we externalize our fashion with exchangeable clothing. How our prosthetic devices make us sexy or not (vehicles, cell phones) and determine the speed at which we can live/accomplish goals. From the traditional prosthetics like the fake legs which amputees wear, to the prosthetization of our own tasks with virtual assistants and the 4 hour work week, to the idea that cell phones make give us superpowers -- the ability to hear MEGA-distances by extending our ears across the ocean. And finally, omnipresence and omniscience through social networking sites.
O'Reilly Webinar - Cyborg Anthropology: A Short IntroductionAmber Case
Cyborg Anthropology is a way of understanding how we live as technosocially connected citizens in the modern era. Our cell phones, cars and laptops have turned us into cyborgs. What does it mean to extend the body into hyperspace? What are the implications to privacy, information and the formation of identity? Now that we have a second self, how do we protect it? This presentation will cover aspects of time and space compression, communication in the mobile era, evaporating interfaces and how to approach a rapidly changing information spaces.
Webinar Address: http://oreillynet.com/pub/e/1679
Ethnography in Software Design *UPDATED for Big Design 2015*Kelly Moran
An updated, refreshed version of the talk I gave in Poland, this is the 2015 Big Design slide deck of "Ethnography in Software Design: An Anthropologist's Point of View."
Sage UX: How Anthropology Can Improve Your UX PracticeAnnette Priest
UX Cambridge 2012
Experienced UX practitioners often say one of their greatest skills is being able to switch perspective--seamlessly thinking of business needs one moment, and user needs the next.
Such focus can be a challenge -- working for agencies and companies creates certain bias and UXers face more demands now than ever before. At many organizations the need to belong, and become ingrained in company culture can be strong. It can be difficult to be part of the team and still maintain some neutrality.
In this session, Annette will share:
Key concepts from anthropology you can apply to your UX practice
Tips and tricks for keeping your focus on getting the answers you need
Ethical responsibilities for researchers
Lessons learned from Annette's work with different teams and cultures
Ethnography in Software Design - An Anthropologist's PerspectiveKelly Moran
Ethnography claims its roots from the field of anthropology. How can a technique used for such a seemingly exotic purpose be useful in the modern world of software design? Revealing and most importantly understanding user needs requires sensitivity, empathy, and a disciplined approach – all of which can be found within ethnography. This talk outlines the basic components of an ethnographic perspective, explores a case study from a recent engagement between projekt202 and an enterprise software company, and highlights how the impact of this research ripples through the software development process.
Webvisions 2009 - A Short Introduction to Cyborg AnthropologyAmber Case
Cyborg Anthropology is the study of the interaction between humans and computers, and how the capabilities of our bodies are extended externally and uploaded into hypertext.
We are all Cyborgs. Increasingly, we are purchasing and discarding extensions to our selves. We're also becoming an interface culture.
How we interact with machines and technology in many ways defines who we are. Cyborg Anthropology is a lens with which to understand what's happening to us in a world mediated by dynamic objects, processes and change.
An entirely new set of social roles have developed around the use of technology. Erving Goffman's The Presentation of Self in Everyday Life relates directly to this.
The shape of a site's architecture makes people move, and the flow of people shapes how a site transforms over time. Profiles and avatars allow users to represent themselves asynchronously—that is, they are another extension of connection and etiquette that can be optimized or used poorly. These extensions of presence allow people to be accessed when they aren't even there.
In a frictionless economy, the concepts of physics are even more prevalent. Digital products often take less time and space to create and distribute.
Definition of a the prosthetic: a technology/device we use -- and must cooperate with -- to achieve a goal.
Apple and the iPhone store are currently the leaders of the most fashionable, cutting edge prosthetic devices. Attach to yourself, extend yourself.
Turned off, an iPhone looks like a oracle pool from mythology. Like magic: turn it on, "tell me about China." Done. In the same way, those who can write a line of code are magicians, in that they can write spells to make certain things happen.
In a short period of time, mind-extension prosthetics have become fluid. They change constantly. A new computer comes out every few months. Design upgrades for iPods and Phones make our proesthetic extensions lighter and faster. Our attractiveness is often measured by the ease that we exist with our external objects.
We are gods (unless we forget to charge our batteries).
Good design reduces friction: If you make users wait when coming to homepage, like having to wait for bus at bus stop.
Twitter evolves naturally (like tribobyte), adds functions organically, through interaction: @replies, tinyurl/bit.ly.
Data aggregation is evolving, digital objects sort and organize.
O'Reilly Webinar - Cyborg Anthropology: A Short IntroductionAmber Case
Cyborg Anthropology is a way of understanding how we live as technosocially connected citizens in the modern era. Our cell phones, cars and laptops have turned us into cyborgs. What does it mean to extend the body into hyperspace? What are the implications to privacy, information and the formation of identity? Now that we have a second self, how do we protect it? This presentation will cover aspects of time and space compression, communication in the mobile era, evaporating interfaces and how to approach a rapidly changing information spaces.
Webinar Address: http://oreillynet.com/pub/e/1679
Ethnography in Software Design *UPDATED for Big Design 2015*Kelly Moran
An updated, refreshed version of the talk I gave in Poland, this is the 2015 Big Design slide deck of "Ethnography in Software Design: An Anthropologist's Point of View."
Sage UX: How Anthropology Can Improve Your UX PracticeAnnette Priest
UX Cambridge 2012
Experienced UX practitioners often say one of their greatest skills is being able to switch perspective--seamlessly thinking of business needs one moment, and user needs the next.
Such focus can be a challenge -- working for agencies and companies creates certain bias and UXers face more demands now than ever before. At many organizations the need to belong, and become ingrained in company culture can be strong. It can be difficult to be part of the team and still maintain some neutrality.
In this session, Annette will share:
Key concepts from anthropology you can apply to your UX practice
Tips and tricks for keeping your focus on getting the answers you need
Ethical responsibilities for researchers
Lessons learned from Annette's work with different teams and cultures
Ethnography in Software Design - An Anthropologist's PerspectiveKelly Moran
Ethnography claims its roots from the field of anthropology. How can a technique used for such a seemingly exotic purpose be useful in the modern world of software design? Revealing and most importantly understanding user needs requires sensitivity, empathy, and a disciplined approach – all of which can be found within ethnography. This talk outlines the basic components of an ethnographic perspective, explores a case study from a recent engagement between projekt202 and an enterprise software company, and highlights how the impact of this research ripples through the software development process.
Webvisions 2009 - A Short Introduction to Cyborg AnthropologyAmber Case
Cyborg Anthropology is the study of the interaction between humans and computers, and how the capabilities of our bodies are extended externally and uploaded into hypertext.
We are all Cyborgs. Increasingly, we are purchasing and discarding extensions to our selves. We're also becoming an interface culture.
How we interact with machines and technology in many ways defines who we are. Cyborg Anthropology is a lens with which to understand what's happening to us in a world mediated by dynamic objects, processes and change.
An entirely new set of social roles have developed around the use of technology. Erving Goffman's The Presentation of Self in Everyday Life relates directly to this.
The shape of a site's architecture makes people move, and the flow of people shapes how a site transforms over time. Profiles and avatars allow users to represent themselves asynchronously—that is, they are another extension of connection and etiquette that can be optimized or used poorly. These extensions of presence allow people to be accessed when they aren't even there.
In a frictionless economy, the concepts of physics are even more prevalent. Digital products often take less time and space to create and distribute.
Definition of a the prosthetic: a technology/device we use -- and must cooperate with -- to achieve a goal.
Apple and the iPhone store are currently the leaders of the most fashionable, cutting edge prosthetic devices. Attach to yourself, extend yourself.
Turned off, an iPhone looks like a oracle pool from mythology. Like magic: turn it on, "tell me about China." Done. In the same way, those who can write a line of code are magicians, in that they can write spells to make certain things happen.
In a short period of time, mind-extension prosthetics have become fluid. They change constantly. A new computer comes out every few months. Design upgrades for iPods and Phones make our proesthetic extensions lighter and faster. Our attractiveness is often measured by the ease that we exist with our external objects.
We are gods (unless we forget to charge our batteries).
Good design reduces friction: If you make users wait when coming to homepage, like having to wait for bus at bus stop.
Twitter evolves naturally (like tribobyte), adds functions organically, through interaction: @replies, tinyurl/bit.ly.
Data aggregation is evolving, digital objects sort and organize.
Digital Ethnography: New Ways of Knowing Ourselves and Our CultureRuss Nelson
Presentation given at the Web 2.0 Expo in New York on Nov 11, 2009.
Online advertisers and web analysts are awash in a sea of data: pageviews, CPMs sold, subscriptions, sentiment, friends, fans, click-through rates, comments, posts, re-tweets… These metrics are great at identifying the “Who?” and “What?” of online behavior but they often leave out the “How?”, “Where?”, and “Why?”.
Unlike traditional market research, ethnography uses observation to focus on what people do, not on what they say they do. Ethnography communicates a social story, pulling the audience into the daily lives of the respondents. Despite the introduction of new technologies like social media, humans are still telling the same, vivid stories, just in different ways.
Webvisions NY 2012 - The Future is Now: Ambient Location and the Future of th...Amber Case
Wouldn't it be nice if your colleague's phone could SMS its location to you? If you know position and velocity, you know when they'll arrive. The result: the interface disappears. No redundant actions or queries. The same software could turn your lights on as you approach the house. Or automatically "check in" to certain locations for you. Or leave a note for yourself the next time you're at the store.
In the presentation, Geoloqi founder Amber Case will highlight why developers of apps should look at what users want to do now, as well as what users want to do in the future, why social apps should try to mirror real-world relationships, why sharing should be about who you share with as well as how long you're sharing, and why developers should think about how to make apps "ambient" and require less user interaction.
Tools of Ethnographic Analysis in Service DesignTaneli Heinonen
Talk at Source, Deloitte Digital Melbourne.
Service design is a genuinely multi-disciplinary enterprise that borrows methods and thoughts from a wide spectrum of fields. Service designers work on problems from discovery to solution, which requires a good understanding of different stages and a capability to switch the mode of thinking between analytical and creative.
Framing the problem, getting users right and proceeding with the right insights is often crucial for the success of a service design project. Methods of ethnographic research are often used in the insight part of the projects, but the tools of analysis are applied more rarely.
Aim of this talk was to present some analytical tools of ethnographic research and social sciences that could provide new viewpoints into the process of crafting insights.
Design Thinking and Innovation course - Day 3 - Design EthnographyIngo Rauth
This slide deck is the introductory slide deck for a course on design thinking and innovation. It has been taught at Chalmers University of Technology, Sweden. All slides are released under creative commons. Feel free to use them in your education program and let us know about the results and feel free to comment regarding improvements.
Practicing Anthropology in User Experience, Design and BusinessAmy L. Santee
User experience, design and business are perfect fields for anthropological practice, but what does it look like to work in them, and how do you get there in the first place? Amy will share her journey as a practicing anthropologist, touching on her transition from academia, work experience, use of anthropology skills, project examples, career reflections, and advice for those who are interested in this particular line of work.
Amy Santee is an independent user experience and design research consultant based in Portland, OR. Her work spans a breadth of sectors and industries, including retail, e-commerce, healthcare, computer hardware and software, consumer technology, automotive, insurance, home improvement, and community development. In addition to freelancing, she has worked within corporate, agency and start-up design teams. She combines her anthropology training with a user-centered design approach to solve real problems, advocate for people and their values, and help businesses feel confident in their decisions. She received her MA in Applied Anthropology from The University of Memphis (2011) and her BA in Anthropology from Eckerd College (2009). She blogs about business, design, anthropology and careers at www.anthropologizing.com.
Anthropology is the study of humans past and present. Design is the skill of solving complex problems to create a better future. But can a discipline focused on the past/present merge with a discipline focused on the future? The answer is yes. Welcome to Design Anthropology 101.
Design anthropology converges two powerful fields that can push design beyond just “innovation”. In this talk, you’ll learn what design anthropology is and what it means for the future of design. Most importantly, you’ll walk away with a basic understanding of how to use ethnographic methodologies and collaboration to make products that push humanity forward.
. . . . . . . . . . . . . . . . .
Amélie is a product designer at a small startup who combines her love for user experience and design anthropology to make great products. She made her first foray into design and development making Sailor Moon and DBZ websites. Don't be afraid to say hello (especially if you have food).
Practical Ethnography: doing ethnography in the private sectorSam Ladner
What is ethnography? Why should you do it? How does it help designers create great products? Sam Ladner, author of Practical Ethnography, gives a summary of her book to the Puget Sound SigCHI group.
Design ethnography tries to uncover user needs and find new opportunities. These slides explain how one can use activity theory to frame the study. Part of the Design Thinking course at PUCPR.
This is from the book the Experience Economy. I was playing with my new macbook pro and thought i could do a nice visual to post. Considering we all talk about the brand experience at the moment. Its an interesting way to model how your create and continue to build your brand experiences
Emotion Economy: Ethnography as Corporate StrategyKelly Goto
Today’s consumer is hungry for something much deeper than a viral video. They’re looking for authentic connection. In this emerging Emotion Economy, brands must build products and services that address people’s unspoken feelings, wishes, and needs. And business as usual won’t cut it. To succeed, companies must connect at an emotional level with their customers.
Originally presented at Enterprise UX, 2015 by Rosenfeld Media
From the anthropological perspective, the user does not exist. “The User” has been a category used by sciences and industries to name the relationship between people and digital interfaces.
However, more than fifteen years of “user experience research” have demonstrated the need for applying a broader approach when an understanding of human behaviour is required in technological and business innovation processes. In this scenario, Applied Anthropology brings a useful perspective for managing the complexities of global markets and large groups of stakeholders.
Maritza Guaderrama (PhD) wants to point out the advantages of anthropological gaze: questioning the traditional design process and introducing the importance of taking into account the sense-making as a central human activity.
Thus, the user experience research, boosted by social science contribution, becomes more than a set of exploratory methods or a group of techniques for getting customer data in a validation stage for business design. The anthropological approach provides framework and tools that allows multidisciplinary team to access to a powerful source of inspiration thus by the immersion in people realities as by self-distance from their pre-concepts and prejudices.
My talk from Playful 11 in London where I argue we all might be cyborgs already. I talk about how we cognitively project ourselves to our surroundings and possessions, and why everything will be about software, designed behaviour and superpowers.
Digital Ethnography: New Ways of Knowing Ourselves and Our CultureRuss Nelson
Presentation given at the Web 2.0 Expo in New York on Nov 11, 2009.
Online advertisers and web analysts are awash in a sea of data: pageviews, CPMs sold, subscriptions, sentiment, friends, fans, click-through rates, comments, posts, re-tweets… These metrics are great at identifying the “Who?” and “What?” of online behavior but they often leave out the “How?”, “Where?”, and “Why?”.
Unlike traditional market research, ethnography uses observation to focus on what people do, not on what they say they do. Ethnography communicates a social story, pulling the audience into the daily lives of the respondents. Despite the introduction of new technologies like social media, humans are still telling the same, vivid stories, just in different ways.
Webvisions NY 2012 - The Future is Now: Ambient Location and the Future of th...Amber Case
Wouldn't it be nice if your colleague's phone could SMS its location to you? If you know position and velocity, you know when they'll arrive. The result: the interface disappears. No redundant actions or queries. The same software could turn your lights on as you approach the house. Or automatically "check in" to certain locations for you. Or leave a note for yourself the next time you're at the store.
In the presentation, Geoloqi founder Amber Case will highlight why developers of apps should look at what users want to do now, as well as what users want to do in the future, why social apps should try to mirror real-world relationships, why sharing should be about who you share with as well as how long you're sharing, and why developers should think about how to make apps "ambient" and require less user interaction.
Tools of Ethnographic Analysis in Service DesignTaneli Heinonen
Talk at Source, Deloitte Digital Melbourne.
Service design is a genuinely multi-disciplinary enterprise that borrows methods and thoughts from a wide spectrum of fields. Service designers work on problems from discovery to solution, which requires a good understanding of different stages and a capability to switch the mode of thinking between analytical and creative.
Framing the problem, getting users right and proceeding with the right insights is often crucial for the success of a service design project. Methods of ethnographic research are often used in the insight part of the projects, but the tools of analysis are applied more rarely.
Aim of this talk was to present some analytical tools of ethnographic research and social sciences that could provide new viewpoints into the process of crafting insights.
Design Thinking and Innovation course - Day 3 - Design EthnographyIngo Rauth
This slide deck is the introductory slide deck for a course on design thinking and innovation. It has been taught at Chalmers University of Technology, Sweden. All slides are released under creative commons. Feel free to use them in your education program and let us know about the results and feel free to comment regarding improvements.
Practicing Anthropology in User Experience, Design and BusinessAmy L. Santee
User experience, design and business are perfect fields for anthropological practice, but what does it look like to work in them, and how do you get there in the first place? Amy will share her journey as a practicing anthropologist, touching on her transition from academia, work experience, use of anthropology skills, project examples, career reflections, and advice for those who are interested in this particular line of work.
Amy Santee is an independent user experience and design research consultant based in Portland, OR. Her work spans a breadth of sectors and industries, including retail, e-commerce, healthcare, computer hardware and software, consumer technology, automotive, insurance, home improvement, and community development. In addition to freelancing, she has worked within corporate, agency and start-up design teams. She combines her anthropology training with a user-centered design approach to solve real problems, advocate for people and their values, and help businesses feel confident in their decisions. She received her MA in Applied Anthropology from The University of Memphis (2011) and her BA in Anthropology from Eckerd College (2009). She blogs about business, design, anthropology and careers at www.anthropologizing.com.
Anthropology is the study of humans past and present. Design is the skill of solving complex problems to create a better future. But can a discipline focused on the past/present merge with a discipline focused on the future? The answer is yes. Welcome to Design Anthropology 101.
Design anthropology converges two powerful fields that can push design beyond just “innovation”. In this talk, you’ll learn what design anthropology is and what it means for the future of design. Most importantly, you’ll walk away with a basic understanding of how to use ethnographic methodologies and collaboration to make products that push humanity forward.
. . . . . . . . . . . . . . . . .
Amélie is a product designer at a small startup who combines her love for user experience and design anthropology to make great products. She made her first foray into design and development making Sailor Moon and DBZ websites. Don't be afraid to say hello (especially if you have food).
Practical Ethnography: doing ethnography in the private sectorSam Ladner
What is ethnography? Why should you do it? How does it help designers create great products? Sam Ladner, author of Practical Ethnography, gives a summary of her book to the Puget Sound SigCHI group.
Design ethnography tries to uncover user needs and find new opportunities. These slides explain how one can use activity theory to frame the study. Part of the Design Thinking course at PUCPR.
This is from the book the Experience Economy. I was playing with my new macbook pro and thought i could do a nice visual to post. Considering we all talk about the brand experience at the moment. Its an interesting way to model how your create and continue to build your brand experiences
Emotion Economy: Ethnography as Corporate StrategyKelly Goto
Today’s consumer is hungry for something much deeper than a viral video. They’re looking for authentic connection. In this emerging Emotion Economy, brands must build products and services that address people’s unspoken feelings, wishes, and needs. And business as usual won’t cut it. To succeed, companies must connect at an emotional level with their customers.
Originally presented at Enterprise UX, 2015 by Rosenfeld Media
From the anthropological perspective, the user does not exist. “The User” has been a category used by sciences and industries to name the relationship between people and digital interfaces.
However, more than fifteen years of “user experience research” have demonstrated the need for applying a broader approach when an understanding of human behaviour is required in technological and business innovation processes. In this scenario, Applied Anthropology brings a useful perspective for managing the complexities of global markets and large groups of stakeholders.
Maritza Guaderrama (PhD) wants to point out the advantages of anthropological gaze: questioning the traditional design process and introducing the importance of taking into account the sense-making as a central human activity.
Thus, the user experience research, boosted by social science contribution, becomes more than a set of exploratory methods or a group of techniques for getting customer data in a validation stage for business design. The anthropological approach provides framework and tools that allows multidisciplinary team to access to a powerful source of inspiration thus by the immersion in people realities as by self-distance from their pre-concepts and prejudices.
My talk from Playful 11 in London where I argue we all might be cyborgs already. I talk about how we cognitively project ourselves to our surroundings and possessions, and why everything will be about software, designed behaviour and superpowers.
This is the first draft of a write-up of a talk I gave at Reading Geek (#rdggeek).
It's still missing a conclusion and the main point of the whole thing. :(
TL:DR – It makes little sense to stick Robocop in a lecture.
A summary of highlights from the CHI2011 conference (Computer Human Interaction) in Vancouver, Canada. This recap focuses on explorations in tangible interaction. The presentation was given internally at Smart Design on 5/30/2011. Enjoy!
#MobileRevolution: How Mobile Is (Still) Changing The WorldAlexandre Jubien
Mobile has revolutionized our lives, up to the point it has become an extension of our brains!
Why? What are the specific characteristics of mobile that made this revolution happen?
And what's next? Is mobile still changing the world?
What is the next revolution?
Eric Mattison, Senior Analyst at Vertex Pharmaceuticals and former ABCD W3 co-chair, will explain how the Internet of Things (IoT) is being used to streamline scientific processes, shortening the time-to-market for life-saving drugs. The talk will include:
- What is IoT? Just another buzzword to get budget allocation from C-level executives, or an actual game-changer?
- How we got here: the technologies and economics that make IoT possible
- Implementations, large and small (the small ones are the most interesting)
Bio
Before selling out to almighty Mammon, Eric Mattison was an impoverished journeyman web serf here at Harvard, extolling the virtues of Python, Django and web APIs. Now a Senior Analyst at Vertex Pharmaceuticals, he works to streamline internal business processes using Python, Django and web APIs.
(This presentation occurred on October 11th, 2017)
Artificial Intelligence Robotics (AI) PPT by Aamir Saleem AnsariTech
Artificial intelligence (AI) is the intelligence exhibited by machines. In computer science, an ideal "intelligent" machine is a flexible rational agent that perceives its environment and takes actions that maximize its chance of success at an arbitrary goal.Colloquially, the term "artificial intelligence" is likely to be applied when a machine uses cutting-edge techniques to competently perform or mimic "cognitive" functions that we intuitively associate with human minds, such as "learning" and "problem solving".The colloquial connotation, especially among the public, associates artificial intelligence with machines that are "cutting-edge" (or even "mysterious"). This subjective borderline around what constitutes "artificial intelligence" tends to shrink over time; for example, optical character recognition is no longer perceived as an exemplar of "artificial intelligence" as it is nowadays a mundane routine technology.Modern examples of AI include computers that can beat professional players at Chess and Go, and self-driving cars that navigate crowded city streets.
AI research is highly technical and specialized, and is deeply divided into subfields that often fail to communicate with each other. Some of the division is due to social and cultural factors: subfields have grown up around particular institutions and the work of individual researchers. AI research is also divided by several technical issues. Some subfields focus on the solution of specific problems. Others focus on one of several possible approaches or on the use of a particular tool or towards the accomplishment of particular applications.
http://noteandpoint.com/, http://presportal.ru/, http://presuniversity.com/ Портал Как сделать презентацию, Международная Высшая Школа Презентаций и Коммуникаций. Обучение презентациям. Тренинги по презентациям.
Technology is bridging our mind with reality in real-time. As a consequence we live in a world of complete interactivity and instant distribution, based on billions of jelly beans wired together to form a new association of consciousness........
Similar to Gnomedex 09 Cyborg Anthropology Caseorganic (20)
2022 Calm Technology | Designing Human Out.pptxAmber Case
Our world is made of information that competes for our attention.
What is necessary? What is not?
When we design products, we aim to choose the best position for user interface components, placing the most important ones in the most accessible places on the screen.
Equally important is the design of communication. How many are notifications are necessary? How and when should they be displayed? To answer this, we can be inspired by the principles of calm technology.
Principles of Calm Technology
Technology should require the smallest possible amount of attention
Technology can communicate, but doesn’t need to speak.
Create ambient awareness through different senses.
Communicate information without taking the user out of their environment or task.
Technology should inform and create calm
A person's primary task should not be computing, but being human.
Give people what they need to solve their problem, and nothing more.
Technology should make use of the periphery
A calm technology will move easily from the periphery of our attention, to the center, and back.
The periphery is informing without overburdening.
Technology should amplify the best of technology and the best of humanity
Design for people first.
Machines shouldn't act like humans.
Humans shouldn't act like machines.
Amplify the best part of each.
Technology can communicate, but doesn’t need to speak
Does your product need to rely on voice, or can it use a different communication method?
Consider how your technology communicates status.
Technology should work even when it fails
Think about what happens if your technology fails.
Does it default to a usable state or does it break down completely?
The right amount of technology is the minimum needed to solve the problem
What is the minimum amount of technology needed to solve the problem?
Slim the feature set down so that the product does what it needs to do and no more.
Technology should respect social norms
Technology takes time to introduce to humanity.
What social norms exist that your technology might violate or cause stress on?
Slowly introduce features so that people have time to get accustomed to the product.
Our world is made of information that competes for our attention. What is needed? What is not? We cannot interact with our everyday life in the same way we interact with a desktop computer. The terms calm computing and calm technology were coined in 1995 by PARC Researchers Mark Weiser and John Seely Brown in reaction to the increasing complexities that information technologies were creating. Calm technology describes a state of technological maturity where a user’s primary task is not computing, but being human. The idea behind Calm Technology is to have smarter people, not things. Technology shouldn’t require all of our attention, just some of it, and only when necessary.
How can our devices take advantage of location, proximity and haptics to help improve our lives instead of get in the way? How can designers make apps “ambient” while respecting privacy and security? This talk will cover how to use principles of Calm Technology to design the next generation of connected devices. We’ll look at notification styles, compressing information into other senses, and designing for the least amount of cognitive overhead.
Talk originally given at NEXT2018 in Hamburg, Germany.
The difference between an annoying technology and one that is helpful is how it engages our attention. Calm Technology is a framework for designing ubiquitous devices that engage our attention in an appropriate manner. The aim of Calm Technology is to provide principles that follow the human lifestyle and environment in mind, allowing technology to amplify humanness instead of taking it away.
The terms Calm Computing and Calm Technology were coined in 1995 by PARC Researchers Mark Weiser and John Seely Brown in reaction to the increasing complexities that information technologies were creating. Calm technology describes a state of technological maturity where a user’s primary task is not computing, but being human. The idea behind Calm Technology is to have smarter people, not things. Technology shouldn’t require all of our attention, just some of it, and only when necessary.
This workshop covers how to use principles of Calm Technology to design the next generation of connected devices. We’ll look at notification styles, compressing information into other senses, and designing for the least amount of cognitive overhead.
- Use principles of Calm Technology to design the next generation of connected devices.
- Design appropriate notification systems into both physical and software products
- Communicate the principles of Calm Technology to your across your organization and team
- Use methods of Calm Technology to design technology for generations, not seasons.
Who is the workshop for?
This workshop is for anyone that actively builds or makes decisions about technology, especially user experience designers, product designers, managers, creative directors and developers. Attendees are encouraged to have some background in user experience design and look at http://calmtech.com/ or Designing Calm Technology before the workshop.
Workshop on Designing Calm Technology at UX LondonAmber Case
The difference between an annoying technology and one that is helpful is how it engages our attention. Calm Technology is a framework for designing ubiquitous devices that engage our attention in an appropriate manner. The aim of Calm Technology is to provide principles that follow the human lifestyle and environment in mind, allowing technology to amplify humanness instead of taking it away.
This workshop will cover how to use principles of Calm Technology to design the next generation of connected devices. We’ll look at notification styles, compressing information into other senses, and designing for the least amount of cognitive overhead.
--Intended Audience--
This workshop is for anyone that actively builds or makes decisions about technology, especially user experience designers, product designers, managers, creative directors and developers. Attendees are encouraged to have some background in user experience design and look at http://calmtech.com/ or Designing Calm Technology before the workshop.
--Structure and Activities--
Students will work in groups to solve a series of design challenges, including designing new products, ‘calming down’ a complex ones, communicating the principles of Calm Technology across an organization and team, and entering a product successfully into the marketplace.
--You’ll learn how to--
- Use principles of Calm Technology to design the next generation of connected devices.
- Design appropriate notification systems into both physical and software products
- Communicate the principles of Calm Technology to your across your organization and team
- Use methods of Calm Technology to design technology for generations, not seasons.
- Enter your product successfully into the marketplace.
The terms calm computing and calm technology were coined in 1995 by PARC Researchers Mark Weiser and John Seely Brown in reaction to the increasing complexities that information technologies were creating. Calm technology describes a state of technological maturity where a user’s primary task is not computing, but being human. The idea behind Calm Technology is to have smarter people, not things. Technology shouldn’t require all of our attention, just some of it, and only when necessary.
Miniature electronics and global supply chains have us on the cusp of a new era of human experience. Early forms of wearable computing focused on augmenting the human ability to compute freely. As pioneer Steve Mann and calm technology pioneer Mark Weiser wanted, “to free the human to not act as a machine”. What does this mean for us as designers and developers, and how can we build interfaces for the next generation of devices?
Who was here before us, and how can we best learn from them? These are the machines that will be a part of our lives in only a few years from now, and the best way to learn about the future is to dig into the past. This talk will focus on trends in wearable computing and VR as it developed from the 1960s to now, and then into the future. This talk will cover various topics on the history and future of wearables.
We'll learn about Ivan Sutherland, human augmentation, infrastructure, machine vision, processing, distributed computing and wireless data transfer, a church dedicated to VR, computer backpacks, heads up displays, reality editing, job simulators and unexplored realms of experience that haven't yet come to life. We'll also learn about the road from virtual reality to augmented reality and what we need to build to get there. This talk is for anyone interested in how we can add a new layer of interactivity to our world and how we can take the next steps to get there.
Speech given at AR in Action 2017 at MIT Media Lab on 17 Jan 2017.
Miniature electronics and and global supply chains have us on the cusp of a new era of human experience. Early forms of wearable computing focused on augmenting the human ability to compute freely. As pioneer Steve Mann and calm technology pioneer Mark Weiser wanted, “to free the human to not act as a machine”. What does this mean for us as designers and developers, and how can we build interfaces for the next generation of devices?
Designing Calm Technology: Design for the Next Generation of Devices Amber Case
Our world is made of information that competes for our attention. What is needed? What is not? We cannot interact with our everyday life in the same way we interact with a desktop computer. The terms calm computing and calm technology were coined in 1995 by PARC Researchers Mark Weiser and John Seely Brown in reaction to the increasing complexities that information technologies were creating. Calm technology describes a state of technological maturity where a user’s primary task is not computing, but being human. The idea behind Calm Technology is to have smarter people, not things. Technology shouldn’t require all of our attention, just some of it, and only when necessary.
How can our devices take advantage of location, proximity and haptics to help improve our lives instead of get in the way? How can designers can make apps “ambient” while respecting privacy and security? This talk will cover how to use principles of Calm Technology to design the next generation of connected devices. We’ll look at notification styles, compressing information into other senses, and designing for the least amount of cognitive overhead.
Getting things done is different at scale. After Case's company Geoloqi joined Esri in 2012, she grew her division from 6-20 people, and successfully launched two major products in the course of a year. She also managed the transition of the company to Github from Enterprise and spearheaded an effort for more open source projects. This speech will cover what Case learned from managing a team of 6 to managing a team of 20 in an international company of 3,000. It will detail hiring, morale, culture, and translating what you need to do into a language the larger team can understand, and what changes from 2 people to 6, to 20 and more.
Calm Technology | Inbound 2015 Bold TalkAmber Case
Our world is made of information that competes for our attention. What is needed? What is not? We cannot interact with our everyday life in the same way we interact with a desktop computer. Technology shouldn’t require all of our attention, just some of it, and only when necessary.
The terms calm computing and calm technology were coined in 1995 by PARC Researchers Mark Weiser and John Seely Brown in reaction to the increasing complexities that information technologies were creating. Calm technology describes a state of technological maturity where a user’s primary task is not computing, but being human.
The idea behind Calm Technology is to have smarter people, not things. How can our devices take advantage of location, proximity and haptics to help improve our lives instead of get in the way? How can designers can make apps “ambient” while respecting privacy and security? This talk will cover how to use principles of Calm Technology to design the next generation of connected devices. We’ll look at notification styles, compressing information into other senses, and designing for the least amount of cognitive overhead.
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These are slides from INBOUND's conference Sept 9, 2015 in Boston, MA.
Given at MCEConference | Warsaw, Poland
Our world is made of information that competes for our attention. What is needed? What is not? We cannot interact with our everyday life in the same way we interact with a desktop computer. The terms calm computing and calm technology were coined in 1995 by PARC Researchers Mark Weiser and John Seely Brown in reaction to the increasing complexities that information technologies were creating.
Calm technology describes a state of technological maturity where a user's primary task is not computing, but being human. The idea behind Calm Technology is to have smarter people, not things. Technology shouldn't require all of our attention, just some of it, and only when necessary.
How can our devices take advantage of location, proximity and haptics to help improve our lives instead of get in the way? How can designers can make apps “ambient” while respecting privacy and security?
This talk will cover how to use principles of Calm Technology to design the next generation of connected devices. We'll look at notification styles, compressing information into other senses, and designing for the least amount of cognitive overhead.
Designing for Privacy in Mobile and Web Apps - Interaction '14, AmsterdamAmber Case
Practice privacy by design, not privacy by disaster!
See the talk here: http://caseorganic.com/articles/2014/02/12/1/designing-for-privacy-in-mobile-and-web-apps-at-interaction-14-in-amsterdam
Almost every application requires some gathering of personal data today. Where that data is stored, who has access to it, and what is done with that data later on is becoming increasingly important as more and more of our data lives online today. Privacy disasters are costly and can be devastating to a company. UX designers and developers need to have a framework for protecting user data, communicating it to users, and making sure that the entire process is smoothly handled.
This talk covers best practices for designing web and mobile apps with the privacy of individual users in mind. Privacy has been an even bigger issue with location-based apps, and we ran into it head-first when we began work on Geoloqi (now part of Esri). Designing an interface that made one's personal empowering instead of creepy was our goal. The stories from our design decisions with our application will also be included in this talk.
Brand Engagement and the Future of the InterfaceAmber Case
This was an in-depth talk on the future of technology, brand engagement. It focused on the next generation of the interface – discussing calm technology, mobile and sensor technology (location, triggers, buttons) and the future of sharing.
The talk was given at SAY:CREATE 2012 in Carmel, California on Tuesday, Sept 11, 2012.
Meditation and the Modern Cyborg - BGeeks Conference Keynote, Boulder, ColoradoAmber Case
Amber Case had trouble sleeping as far back as she can remember. When she was 4, she decided to do something about it. It involved thinking of her brain as a computer and manually shutting it down.
This talk covers various aspects of what it is like to be a connected human, the effect of connectivity on the brain and the need for digital downtime as well as the history and future of our increasing relationship with technology.
Google Glass and the Future of Wearable ComputingAmber Case
Google will release a wearable heads up display this fall, and it may help to usher in a new era of augmented reality and wearable computing. What does this mean for us as designers and developers? How do we build for the next generation of computers? Who was here before us, and how can we learn from them?
From it’s birthplace at MIT and PARC research, the field of wearable computing has focused on augmenting the human ability to compute freely. As pioneer Steve Mann and calm technology pioneer Mark Weiser wanted, “to free the human to not act as a machine”. Mann didn’t like the idea of crouching over a desktop computer. He instead felt that the computer should contort to the human naturally, so he began his own wearable computing mission.
This talk will focus on trends in wearable computing starting from the 1970’s-2010’s. I’ll cover various HUDs (heads up displays), new tech from Motorola, Google, various invasive and non-invasive tech and how mobile interfaces should take advantage of location, proximity and haptics to help improve our lives instead of get in the way. These are the machines that will be a part of our lives in only a few years from now, and the best way to learn about the future is to dig into the past.
Speech given at OSBridge 2012 by Amber Case: http://opensourcebridge.org/sessions/857
Future of Location - Street Fight Summit 2012Amber Case
Amber Case is the founder of Geoloqi, Inc., a company bringing the future of location to the world. She’s spoken at TED and around the world, and has been featured in Forbes, Fast Company, WIRED and more.
http://stories.dlvr.it/story/98564-streetfight
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
93. Here, talk about the escape velocity of data when there is too much of it on a hard drive (many photos, ect). Webvisions ’09 @caseorganic ESCAPE VELOCITY OF DATA
Francis HEYLIGHEN CLEA, Free University of Brussels, Pleinlaan 2, B-1050 Brussels, Belgium E-mail: fheyligh@vub.ac.beABSTRACT. The organismic view of society is updated by incorporating concepts from cybernetics, evolutionary theory, and complex adaptive systems. Global society can be seen as an autopoietic network of self-producing components, and therefore as a living system or “superorganism”. Miller’s living systems theory suggests a list of functional components for society’s metabolism and nervous system. Powers’ perceptual control theory suggests a model for a distributed control system implemented through the market mechanism. An analysis of the evolution of complex, networked systems points to the general trends of increasing efficiency, differentiation and integration. In society these trends are realized as increasing productivity, decreasing friction, increasing division of labor and outsourcing, and increasing cooperativity, transnational mergers and global institutions. This is accompanied by increasing functional autonomy of individuals and organizations and the decline of hierarchies. The increasing complexity of interactions and instability of certain processes caused by reduced friction necessitate a strengthening of society’s capacity for information processing and control, i.e. its nervous system. This is realized by the creation of an intelligent global computer network, capable of sensing, interpreting, learning, thinking, deciding and initiating actions: the “global brain”. Individuals are being integrated ever more tightly into this collective intelligence. Although this image may raise worries about a totalitarian system that restricts individual initiative, the superorganism model points in the opposite direction, towards increasing freedom and diversity. The model further suggests some specific futurological predictions for the coming decades, such as the emergence of an automated distribution network, a computer immune system, and a global consensus about values and standards. KEYWORDS: superorganism, global brain, collective intelligence, cybernetics, networks, evolution, self-organization, society, globalization, complexity, division of labor, living systems.
Francis HEYLIGHEN CLEA, Free University of Brussels, Pleinlaan 2, B-1050 Brussels, Belgium E-mail: fheyligh@vub.ac.beABSTRACT. The organismic view of society is updated by incorporating concepts from cybernetics, evolutionary theory, and complex adaptive systems. Global society can be seen as an autopoietic network of self-producing components, and therefore as a living system or “superorganism”. Miller’s living systems theory suggests a list of functional components for society’s metabolism and nervous system. Powers’ perceptual control theory suggests a model for a distributed control system implemented through the market mechanism. An analysis of the evolution of complex, networked systems points to the general trends of increasing efficiency, differentiation and integration. In society these trends are realized as increasing productivity, decreasing friction, increasing division of labor and outsourcing, and increasing cooperativity, transnational mergers and global institutions. This is accompanied by increasing functional autonomy of individuals and organizations and the decline of hierarchies. The increasing complexity of interactions and instability of certain processes caused by reduced friction necessitate a strengthening of society’s capacity for information processing and control, i.e. its nervous system. This is realized by the creation of an intelligent global computer network, capable of sensing, interpreting, learning, thinking, deciding and initiating actions: the “global brain”. Individuals are being integrated ever more tightly into this collective intelligence. Although this image may raise worries about a totalitarian system that restricts individual initiative, the superorganism model points in the opposite direction, towards increasing freedom and diversity. The model further suggests some specific futurological predictions for the coming decades, such as the emergence of an automated distribution network, a computer immune system, and a global consensus about values and standards. KEYWORDS: superorganism, global brain, collective intelligence, cybernetics, networks, evolution, self-organization, society, globalization, complexity, division of labor, living systems.
PORTLABLE CONE OF SILENCE
telenoiaTagged: academia, lingo, paranoia, technologyA term suggested by CAiiA-STAR, as a replacement term for paranoia. Telenoia suggests a move away from anxiety and fear in the face of the increasing integration of corporate information technologies with the human body. Ascott instead advocates an attempt to create new artistic models for consciousness and social organization in a environment of surveillance and control.Linkswikipedia: telenoia
<a href="http://grinding.be/2009/06/06/german-students-developing-oled-data-glasses/" rel="nofollow">grinding.be/2009/06/06/german-students-developing-oled-da...</a>Students at the Fraunhofer Institute in Germany are developing a pair of interactive data eyeglasses that can project an image onto the retina from an organic light-emitting diode (OLED) micro-display, making the image appear as if it’s a meter in front of the wearer. While similar headwear only throws up a static image, the students are working on eye-tracking technology that allows wearers, with just the movement of the eyeball, to scroll through information or move elements about.
Surreal Becomes Real With Toys And ARKid = Never ending Demand For NEW Toys! This equation holds true in all homes, however designer Frantz Lasorne has an excellent project for us that gives a second lease of life to the existing toy collection. Called Augmented Reality, the project combines the joys of virtual reality, imagination and tangible toys. Using Augmented Reality Tangible User Interface (AR TUI) via head-mounted glasses, loads of imagination and old toys, a new environment is created that allows a child to live his fantasies.In this surreal situation, a child gets to use his old toys as weapons or tools in a fantasy virtual world where his is the superhero and superpower. The AR TUI allows for the concept to push forth the virtual parameters commonly used in video games like power, life, magic, experience, attack, weapons etc. The objective of this project is to create an imaginative and engrossing environment while still creating value for old discarded toys. Its kinda like tabletop war-game and a strategy video game coming together.Frantz describes the game play as follows:- Each player is equipped with a toy standing on a base and Augmented Reality glasses (Head mounted display).- Before the game begins, players can equip their respective toy with different capacities (health, shield, camouflage, weapons) on a limited number.- Then, players can prepare together the battlefield (game space) with real objects.- Both players start on both sides of the battlefield and the party can now begin.- The game is turn-based, players play successively in a limited time.- They can alternately move, attack, heal, use stealth, protect themselves with shields, switch weapons etc.- Each weapon has a specific range of distance and a special power.- Real obstacles can obstruct the field of vision allowing players to hide themselves.- The goal is to kill his opponent by strategically using all possibilities of game.Designer: Frantz Lasorne<a href="http://www.yankodesign.com/2009/03/16/surreal-becomes-real-with-toys-and-ar/">www.yankodesign.com/2009/03/16/surreal-becomes-real-with-...</a>
Surreal Becomes Real With Toys And ARKid = Never ending Demand For NEW Toys! This equation holds true in all homes, however designer Frantz Lasorne has an excellent project for us that gives a second lease of life to the existing toy collection. Called Augmented Reality, the project combines the joys of virtual reality, imagination and tangible toys. Using Augmented Reality Tangible User Interface (AR TUI) via head-mounted glasses, loads of imagination and old toys, a new environment is created that allows a child to live his fantasies.In this surreal situation, a child gets to use his old toys as weapons or tools in a fantasy virtual world where his is the superhero and superpower. The AR TUI allows for the concept to push forth the virtual parameters commonly used in video games like power, life, magic, experience, attack, weapons etc. The objective of this project is to create an imaginative and engrossing environment while still creating value for old discarded toys. Its kinda like tabletop war-game and a strategy video game coming together.Frantz describes the game play as follows:- Each player is equipped with a toy standing on a base and Augmented Reality glasses (Head mounted display).- Before the game begins, players can equip their respective toy with different capacities (health, shield, camouflage, weapons) on a limited number.- Then, players can prepare together the battlefield (game space) with real objects.- Both players start on both sides of the battlefield and the party can now begin.- The game is turn-based, players play successively in a limited time.- They can alternately move, attack, heal, use stealth, protect themselves with shields, switch weapons etc.- Each weapon has a specific range of distance and a special power.- Real obstacles can obstruct the field of vision allowing players to hide themselves.- The goal is to kill his opponent by strategically using all possibilities of game.Designer: Frantz Lasorne<a href="http://www.yankodesign.com/2009/03/16/surreal-becomes-real-with-toys-and-ar/">www.yankodesign.com/2009/03/16/surreal-becomes-real-with-...</a>