Workshop on sensory design and user experience from ConveyUX 2015
Content on ideas for design of usability in multimodal design for wearables and internent of things.
Slidedeck for 3 hour workshop at UX Lisbon 2015.
A workshop on designing for wearable experiences by understanding more about our senses, our users, meaning and new technology
Not so much a workshop of answers as using the experience to understand better questions.
A 3 hour workshop on the future of wearable user experience that takes in embodied cognition, sensory design and assistive technology to show how we can build new senses and new experiences for all.
Look at http://www.sensoryux.com to learn more about these workshops
Start Making Sense - Generate Conference 2015 lightning talk by Alastair Some...Acuity Design
A 10 minute talk on sensory design and how embodied cognition is core to understanding how to design for future technologies like wearables and internet of things.
For further information go to www.sensoryUX.com
Affective computing is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects. It is an interdisciplinary field spanning computer science, psychology, and cognitive science. While the origins of the field may be traced as far back as to early philosophical enquiries into emotion ("affect" is, basically, a synonym for "emotion."), the more modern branch of computer science originated with Rosalind Picard's 1995 paper on affective computing. A motivation for the research is the ability to simulate empathy. The machine should interpret the emotional state of humans and adapt its behavior to them, giving an appropriate response for those emotions.
Slides from workshop at Link Festival 2016 in Melbourne on sensory design - understanding how human augmentation needs senses, emotions and diversity to succeed.
Not complete deck - video removed
Slidedeck for 3 hour workshop at UX Lisbon 2015.
A workshop on designing for wearable experiences by understanding more about our senses, our users, meaning and new technology
Not so much a workshop of answers as using the experience to understand better questions.
A 3 hour workshop on the future of wearable user experience that takes in embodied cognition, sensory design and assistive technology to show how we can build new senses and new experiences for all.
Look at http://www.sensoryux.com to learn more about these workshops
Start Making Sense - Generate Conference 2015 lightning talk by Alastair Some...Acuity Design
A 10 minute talk on sensory design and how embodied cognition is core to understanding how to design for future technologies like wearables and internet of things.
For further information go to www.sensoryUX.com
Affective computing is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects. It is an interdisciplinary field spanning computer science, psychology, and cognitive science. While the origins of the field may be traced as far back as to early philosophical enquiries into emotion ("affect" is, basically, a synonym for "emotion."), the more modern branch of computer science originated with Rosalind Picard's 1995 paper on affective computing. A motivation for the research is the ability to simulate empathy. The machine should interpret the emotional state of humans and adapt its behavior to them, giving an appropriate response for those emotions.
Slides from workshop at Link Festival 2016 in Melbourne on sensory design - understanding how human augmentation needs senses, emotions and diversity to succeed.
Not complete deck - video removed
Designing Wearable Experiences - Founders Space 28th August 2015Acuity Design
1 hour talk on the future of successful wearable experience design from the viewpoint of sensory and cognitive design.
Uses examples of work in assistive technology to map out possible future developments as well providing some frameworks for practical design problems and their solutions
"Smart phones have become a remote control for our lives and we’re too tethered to these devices. But is this how we want to interact w/ the world, staring at a small screen as we walk around like zombies? It’s time for designers to consider new ways to interact w/ the Internet of everything surrounding us. IoT has arrived with a growing focus on machine-to-machine communication, but human-to-machine communication is equally important in this new frontier of UI design. Think Human UI, where our movements, voice, thoughts, etc. cause systems to respond to us through our environment. Smart devices can play a role, but invisible & screen-less interfaces are critical for creating the best experiences."
https://vimeo.com/134469464
These slides are about different philosophical ways of knowing. Knowing by senses, imagination, languages, emotion, etc. Hope this material will help you.
Everyone experiences and perceives the world through his or her own reality. Our perception of reality has less to do with what is happening and more to do with how our brain is processing the information. Specifically, our individual reality is constructed and filtered through our own beliefs and values. It even changes from moment to moment.
At its core, wearable design has the power to create hyper-personalized sensory experiences that can be specifically tailored to individual user needs. Pushed further, this technology has the power to expand our senses. An example we will discuss is a wearable vest that allows people suffering from deafness or severe hearing impairments to perceive auditory information through small vibrations on their torso. This remarkable example highlights the future of wearable design, and it’s ability to expand our sensory story.
This workshop will explore the following:
How each of us perceives and processes information to construct our own reality.
How wearable design can help us by creating hyper-personalized sensory experiences that expand our reality.
Why is this important for designers?
The 117th Green Drinks Monthly Sustainability forum
An exploration of AI technology (Giga-byte world), through the lens of philosophy (Gita), and the abstract world of physical environment we live in (Green).
Multi-Sensory Design Towards Inclusion and AccessCorey Timpson
An examination of use of multi-sensory design tactics and affordances and how they can facilitate inclusion and access and where they fall short. Call outs to specific considerations that are citical to these affordances.
As James Humes said, the art of communication is the language of leadership.Let 's get down to the nitty gritty of effective communication engineering.
These are my slides at ISIA Firenze where we discussed how current technology (and emerging ones) could help designers. Starting from AI and moving to Generative Design and Zero UI interfaces
Norm is dead - Psychology & UX for for UX Crunch 2018Acuity Design
30 min talk on how some tools from psychology can create nornative biases that affect real life experiences.
Also a few ideas on how to avoid that. I think UX offers a lot to Psychology.
Whole slidedeck is structured around an 80's movies title quiz (audience got 10/12)
3 1/2 hour workshop for EuroIA conference in Stockholm in October 2017. A workshop on design for human centered perception and understanding how to use human perspectives to manage multiple co-located information streams.
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1 hour talk on the future of successful wearable experience design from the viewpoint of sensory and cognitive design.
Uses examples of work in assistive technology to map out possible future developments as well providing some frameworks for practical design problems and their solutions
"Smart phones have become a remote control for our lives and we’re too tethered to these devices. But is this how we want to interact w/ the world, staring at a small screen as we walk around like zombies? It’s time for designers to consider new ways to interact w/ the Internet of everything surrounding us. IoT has arrived with a growing focus on machine-to-machine communication, but human-to-machine communication is equally important in this new frontier of UI design. Think Human UI, where our movements, voice, thoughts, etc. cause systems to respond to us through our environment. Smart devices can play a role, but invisible & screen-less interfaces are critical for creating the best experiences."
https://vimeo.com/134469464
These slides are about different philosophical ways of knowing. Knowing by senses, imagination, languages, emotion, etc. Hope this material will help you.
Everyone experiences and perceives the world through his or her own reality. Our perception of reality has less to do with what is happening and more to do with how our brain is processing the information. Specifically, our individual reality is constructed and filtered through our own beliefs and values. It even changes from moment to moment.
At its core, wearable design has the power to create hyper-personalized sensory experiences that can be specifically tailored to individual user needs. Pushed further, this technology has the power to expand our senses. An example we will discuss is a wearable vest that allows people suffering from deafness or severe hearing impairments to perceive auditory information through small vibrations on their torso. This remarkable example highlights the future of wearable design, and it’s ability to expand our sensory story.
This workshop will explore the following:
How each of us perceives and processes information to construct our own reality.
How wearable design can help us by creating hyper-personalized sensory experiences that expand our reality.
Why is this important for designers?
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An examination of use of multi-sensory design tactics and affordances and how they can facilitate inclusion and access and where they fall short. Call outs to specific considerations that are citical to these affordances.
As James Humes said, the art of communication is the language of leadership.Let 's get down to the nitty gritty of effective communication engineering.
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30 min talk on how some tools from psychology can create nornative biases that affect real life experiences.
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56. Sight Vision
Hearing Audition
Taste Gustation
Smell Olfaction
Touch Somatosensory
Balance & acceleration Equilibrioception
Temperature Thermoception
Kinaesthetic sense Proprioception
Pain Nociception
Time Chronoception
Other internal senses Interoception
57.
58. Playtime
• Communicating without seeing
• Teams create messages with
anything here
• Use Touch to communicate
• Allocate one person as listener
• The listener can monologue
• Prototype quickly, learn fast
149. Decision to change
Necessary but not sufficient
Mindfulness
practice
Sensory
practice
Neuroplastic change
Necessary but not sufficient
Successful Sensory
Substitution
Emotional desire to change Key gateway for success
A behavioral model
for Neuroplastic
Sensory Substitution
T
I
M
E
So a quick map of what we're going to do.
I'll give a few minutes of issues to set the scene
Then we'll go to the Playtime and Show And Tell parts: these will be the largest part of the session.
20 minutes of doing
15 minutes of showing
Hopefully wrap up with about 10 mins of ideas
One hour is not long enough to explain multimodal design but it is long enough to try out some ideas and learn what is good and bad.
I'll finish up with a few pointers and that'll be our time together.
So a quick map of what we're going to do.
I'll give a few minutes of issues to set the scene
Then we'll go to the Playtime and Show And Tell parts: these will be the largest part of the session.
20 minutes of doing
15 minutes of showing
Hopefully wrap up with about 10 mins of ideas
One hour is not long enough to explain multimodal design but it is long enough to try out some ideas and learn what is good and bad.
I'll finish up with a few pointers and that'll be our time together.
So a quick map of what we're going to do.
I'll give a few minutes of issues to set the scene
Then we'll go to the Playtime and Show And Tell parts: these will be the largest part of the session.
20 minutes of doing
15 minutes of showing
Hopefully wrap up with about 10 mins of ideas
One hour is not long enough to explain multimodal design but it is long enough to try out some ideas and learn what is good and bad.
I'll finish up with a few pointers and that'll be our time together.