This document outlines the topics that will be covered in Matthew Hilla's K-Arts Spring Semester Lecture and Lab outline. The course will cover various technologies related to art and engineering including 3D projection, video mapping, touch interfaces, and natural user interfaces. Specific topics to be covered include performance technology, 3D technologies, sound design, video mapping, new physical materials, transmedia storytelling, digital displays, touch interfaces, and video mapping labs. The goal is to explore how technology can enhance artistic works and experiences in a natural way.
A challenging review of the future of user interfaces, and a plea to better focus and shun the shiny:
– triangulate through experts
– observe emergent behaviour
– and track a range of trends.
Get out the echochamber and avoid the human centipede of digital rhetoric. Listen harder with your eyes and critique better with your mind.
Being human (Human Computer Interaction)Rahul Singh
The presentation describes the increasing dependence of the human kind on the Computer systems. The increased variable usage of the machine and much more.
Reflecting on over 20 years of designing around mobile technology, products and services, Jason descibes some of the lessons he has learned along the way. He then uses these as a basis to help identify how these might help us identify new opportunities and tackle key challenges as we cerate new mobile solutions.
A challenging review of the future of user interfaces, and a plea to better focus and shun the shiny:
– triangulate through experts
– observe emergent behaviour
– and track a range of trends.
Get out the echochamber and avoid the human centipede of digital rhetoric. Listen harder with your eyes and critique better with your mind.
Being human (Human Computer Interaction)Rahul Singh
The presentation describes the increasing dependence of the human kind on the Computer systems. The increased variable usage of the machine and much more.
Reflecting on over 20 years of designing around mobile technology, products and services, Jason descibes some of the lessons he has learned along the way. He then uses these as a basis to help identify how these might help us identify new opportunities and tackle key challenges as we cerate new mobile solutions.
Mobile UX London - Mobile Usability Hands-on by SABRINA DUDAMobileUXLondon
MUXL is a community of experience creators and innovators working in UX, Product, Mobile, Design & Development, collaborating to diffuse ideas and knowledge in a supportive and creative environment. https://mobileuxlondon.com
What are the latest facts and figures on mobile retail? How do you perform a user experience design evaluation?
This workshop will start with a short overview of mobile retail stats, mobile design principles and a basic framework for user experience evaluation. We will then get hands-ons working in groups of 3 to 4 people to analyze a mobile shop in order to apply our learnings and also share our experiences.
History and future of Human Computer Interaction (HCI) and Interaction DesignAgnieszka Szóstek
This is the first presentation given for the master course at HITLab, Canterbury University, Christchurch, New Zealand. It shows the snippets of the history of the field of human computer interaction that led to its increasing popularity at the present.
We "see" and use patterns every day - not only in software user interfaces. For example, doors and windows of a house follow a well known mechanism or "pattern' and a user expects the them to conform to certain behavioral characteristics like "open" or "close". Usability or HCI (Human Computer Interaction) Patterns are no different, they contribute to an intuitive, easy to use and consistent software user interface. In this talk you will learn what Usability Patterns are, how they can improve user interface design and lead to better user experience. Examples for web app and game patterns are presented and discussed with the audience.
In a future where digital services and physical products come together, it seems like the tech community is having the greatest influence on our world. In some ways, this is great, but we seem to have forgotten those designers with the talent for crafting physical forms that can fit into our hands, our homes and our lives.
For a future Internet of Things, the UX community needs to better engage Industrial Designers in what we do. This talk explored how we do that.
NB, this is a talk intended for a UX audience, and is meant to be a starter of an ongoing discussion between both UX and Industrial Design fields. If you want to be part of the discussion, please get in contact.
Francisco Inchauste - RIA Mojo - Making your Flex application standout with a...360|Conferences
The interface is the product. Make it great. Creating a differentiating experience and effectively positioning your RIA in the market is key to success. We'll look at why it's important to invest in the experience in this tough economy, explore UX methodologies, and touch on real world examples.
IoT Meetup Stockholm - Designing Connected ProductsMartin Charlier
Slides from my talk at IoT Meetup Stockholm about the book Designing Connected Products - UX for the consumer Internet of Thigns. This talk discussed how design is different when it comes to connected products.
Thanks to Claire Rowland, this talk builds on her recent talks and chapters in the book.
In the spring of 2007, I co-lead a project that explored Internet access on mobile devices. At that time, uptake for mobile Internet content in the U.S. was dismally low. Recruiting participants that engaged with the mobile Internet for more than a few minutes once or twice a week proved extremely challenging. In order to collect the type of data needed to inform the design process and improve the user experience, we designed a PC Internet deprivation research study. Eight lucky participants used only their mobile phone to access the Internet for four days.
I co-wrote this case-study about the project with Mirjana Spasojevic of the Nokia Research Lab in Palo Alto and Pekka Isomursu of Nokia Design and presented it recently at CHI in Florence, Italy. The case study describes details of the research methodology as well as design insights and implications for development of mobile applications and services.
A lot has changed in the year since this study; the release of the iPhone in June of 2007 and Google’s Android platform in November 2007 were watershed moments for the mobile Internet – improving the experience and opening up opportunities for usage that simply didn’t exist before.
Despite these advances, I still believe most Internet experiences on mobile devices are broken and compromised, overburdened by interaction models and metaphors from the PC that simply don’t work on small devices. Yet so much of how we understand the Internet – and computing – is based on the PC legacy.
What has been exciting me most about mobile these days is that exact challenge… figuring out what metaphors and models to keep and what to leave behind as we try to prism Internet content through a myriad of devices.
Bridging the Physical-Digital Divide: Industrial Designer EditionJason Mesut
With the proliferation of touchscreens and a hardware revival driven by internet technologists, Industrial Design is at risk of becoming irrelevant.
How can Industrial Design engage with the technology, user experience and software communities to help create harmony across physical products and digital services?
From research with 30+ Industrial Designers, User Experience designers and technologists, I concluded that the divide can be broken down across a series of axes and bridged by connecting, calibrating and collaborating.
A cut-down Industrial Designer oriented version of a longer 45 minute presentation for Interactions 14.
Mobile UX London - Mobile Usability Hands-on by SABRINA DUDAMobileUXLondon
MUXL is a community of experience creators and innovators working in UX, Product, Mobile, Design & Development, collaborating to diffuse ideas and knowledge in a supportive and creative environment. https://mobileuxlondon.com
What are the latest facts and figures on mobile retail? How do you perform a user experience design evaluation?
This workshop will start with a short overview of mobile retail stats, mobile design principles and a basic framework for user experience evaluation. We will then get hands-ons working in groups of 3 to 4 people to analyze a mobile shop in order to apply our learnings and also share our experiences.
History and future of Human Computer Interaction (HCI) and Interaction DesignAgnieszka Szóstek
This is the first presentation given for the master course at HITLab, Canterbury University, Christchurch, New Zealand. It shows the snippets of the history of the field of human computer interaction that led to its increasing popularity at the present.
We "see" and use patterns every day - not only in software user interfaces. For example, doors and windows of a house follow a well known mechanism or "pattern' and a user expects the them to conform to certain behavioral characteristics like "open" or "close". Usability or HCI (Human Computer Interaction) Patterns are no different, they contribute to an intuitive, easy to use and consistent software user interface. In this talk you will learn what Usability Patterns are, how they can improve user interface design and lead to better user experience. Examples for web app and game patterns are presented and discussed with the audience.
In a future where digital services and physical products come together, it seems like the tech community is having the greatest influence on our world. In some ways, this is great, but we seem to have forgotten those designers with the talent for crafting physical forms that can fit into our hands, our homes and our lives.
For a future Internet of Things, the UX community needs to better engage Industrial Designers in what we do. This talk explored how we do that.
NB, this is a talk intended for a UX audience, and is meant to be a starter of an ongoing discussion between both UX and Industrial Design fields. If you want to be part of the discussion, please get in contact.
Francisco Inchauste - RIA Mojo - Making your Flex application standout with a...360|Conferences
The interface is the product. Make it great. Creating a differentiating experience and effectively positioning your RIA in the market is key to success. We'll look at why it's important to invest in the experience in this tough economy, explore UX methodologies, and touch on real world examples.
IoT Meetup Stockholm - Designing Connected ProductsMartin Charlier
Slides from my talk at IoT Meetup Stockholm about the book Designing Connected Products - UX for the consumer Internet of Thigns. This talk discussed how design is different when it comes to connected products.
Thanks to Claire Rowland, this talk builds on her recent talks and chapters in the book.
In the spring of 2007, I co-lead a project that explored Internet access on mobile devices. At that time, uptake for mobile Internet content in the U.S. was dismally low. Recruiting participants that engaged with the mobile Internet for more than a few minutes once or twice a week proved extremely challenging. In order to collect the type of data needed to inform the design process and improve the user experience, we designed a PC Internet deprivation research study. Eight lucky participants used only their mobile phone to access the Internet for four days.
I co-wrote this case-study about the project with Mirjana Spasojevic of the Nokia Research Lab in Palo Alto and Pekka Isomursu of Nokia Design and presented it recently at CHI in Florence, Italy. The case study describes details of the research methodology as well as design insights and implications for development of mobile applications and services.
A lot has changed in the year since this study; the release of the iPhone in June of 2007 and Google’s Android platform in November 2007 were watershed moments for the mobile Internet – improving the experience and opening up opportunities for usage that simply didn’t exist before.
Despite these advances, I still believe most Internet experiences on mobile devices are broken and compromised, overburdened by interaction models and metaphors from the PC that simply don’t work on small devices. Yet so much of how we understand the Internet – and computing – is based on the PC legacy.
What has been exciting me most about mobile these days is that exact challenge… figuring out what metaphors and models to keep and what to leave behind as we try to prism Internet content through a myriad of devices.
Bridging the Physical-Digital Divide: Industrial Designer EditionJason Mesut
With the proliferation of touchscreens and a hardware revival driven by internet technologists, Industrial Design is at risk of becoming irrelevant.
How can Industrial Design engage with the technology, user experience and software communities to help create harmony across physical products and digital services?
From research with 30+ Industrial Designers, User Experience designers and technologists, I concluded that the divide can be broken down across a series of axes and bridged by connecting, calibrating and collaborating.
A cut-down Industrial Designer oriented version of a longer 45 minute presentation for Interactions 14.
12 Predictions For The 2016 Housing MarketLiz Kroft
Each year around this time, housing industry experts dust off and polish their crystal balls to look back on the previous year and speculate about what lies ahead. The following is a roundup of expert housing predictions for 2016.
Fringe User Experience: Designing for the Future Kristin Low
Before Wearables and the Internet of Things (IoT), designing for Mobile was "the next big thing." While Mobile devices have proliferated faster than anyone anticipated, our practice as User Experience designers is still lagging: put simply, we're still figuring this out. But when the medium of our profession is advancing faster than the principles that underpin it, how do we evolve as practitioners? Is the future of UX tied to keeping up with the latest technology only, or is there something deeper to the practice of UX which needs to be identified and developed to help us make sense of the rapidly unfolding future?
In this keynote address, Hong Kong based User Experience practitioner, facilitator and trainer Kristin Low will explore the future of User Experience - Fringe UX - and what the rapid advances in technology mean for our practice as User Experience professionals.
Analysis of present and future trends for AR (Augmented Reality), with emphasis on impact on markets and society.
Presentation held during ASP Winter School.
Undeniably 2020 has been an unpredictable year. This originated some creativity for innovation as much as adaptation and acceleration of existent ideas.
Every so often at Cocoon we feel the need to review these technologies and approaches and filter what we feel is relevant for us and our clients into a document that we share internally and externally.
This year we gave this document a linear context: Digital Global Humanism.
Up until recently people were the central focus in digital businesses and ecosystems.
Businesses started by embracing humanism to achieve their results and to enable clients to access their products in the easiest ways possible.
But now we also need to remind people about their own responsibility for the Earth. We added this to our process of business transformation.
TestingTime - Guest Article - let’s save the world—democracy, inclusion and s...Jan Groenefeld
You are probably asking yourself: “As a UX designer, can I actually change the world?” Not by yourself – but you can make a positive contribution. The prerequisite is the interdisciplinary cooperation of specialists in operational ergonomics, product designers, developers, and some others. Find out the influence of technologies on our society, how we reduce reservations thanks to human-centred design, and how we use our tools optimally in the “Digital Designer” college to obtain a relationship between human beings and technology that has real added value. Let’s go!
Owning the Interaction in Dynamic Environmentsguestf4f7a4b38
Abstract
As the internet gets more interactive with the widespread adoption of broadband, we must continue to own user interactions across this changing landscape. This presentation will highlight the challenges from a UK design agency perspective and demonstrate my commerical, practical method for describing dynamic user interactions.
Touch is one of the most common forms of sign language used in oral communication. It is most commonly used by deaf and dumb people who have difficulty hearing or speaking. Communication between them or ordinary people. Various sign-language programs have been developed by many manufacturers around the world, but they are relatively flexible and affordable for end users. Therefore, this paper has presented software that introduces a type of system that can automatically detect sign language to help deaf and mute people communicate better with other people or ordinary people. Pattern recognition and hand recognition are developing fields of research. Being an integral part of meaningless hand-to-hand communication plays a major role in our daily lives. The handwriting system gives us a new, natural, easy-to-use communication system with a computer that is very common to humans. Considering the similarity of the human condition with four fingers and one thumb, the software aims to introduce a real-time hand recognition system based on the acquisition of some of the structural features such as position, mass centroid, finger position, thumb instead of raised or folded finger.
7 top technology trends and what they mean for brand experienceJack Morton Worldwide
Technology drastically impacts every aspect of the world around us these days, but it's harder than ever to integrate technology into live experiences in ways that are relevant, effective and above all seamless.
Discover our top technology trends and what they mean for brands, marketers and brand experience.
1. 1
Matthew Hilla
K-Arts Spring Semester Lecture and Lab outline
Introduction / Art & Engineering
Part 1: Introduction lecture about the speaker: Matthew Hilla, the
topics that will be covered in the semester, why they were chosen,
how they relate to each other. There will be video examples of
technologies that we’ll be talking about and learning more about (3D
projection / Video Mapping / Multimedia Integration / Touch
Interfaces / Natural User Interface)
Part 2: Art & Engineering - Discover the close relationship between
the artist and the engineer. How one has influenced the other
throughout history. How one can not survive without the other.
Performance Technology: Naturally Enhancing Artistic Vision
We will discuss technologies available today that have a huge impact
on stage and theatrical performances, and how to use them in a
natural way. We’ll be taking a look at clips from Cirque Du Soleil’s
“O” show in Las Vegas, and discussing in detail how engineering
technology enhances without destroying artistic vision. We will
investigate how proper use of technology makes live performance
experiences more natural, and how technology should enhance but
not overly control the artistic vision. We will then take a look at
some performance technologies that are easily affordable (or free)
that students can readily utilize and learn on their own.
Natural User Experience: The Human Element
In this session we will be diving deeper into “Natural Experiences”
in relation to art & technology. How do you make something
inherently unnatural (like a computing device) feel instinctive to
use? What drives as as humans to interact with objects in a certain
way? How to we use these basic human instincts & behaviors to
create a more “natural” experience?
To answer these and other questions, we’ll discuss theories around
Human Behavior, Perception, How the brain perceives data (Right vs
Left), and the discuss how to identify culturally learned behaviors
and utilize them in art.
2. 2
3D: Facts and Fictions about the third dimension
This session will cover one of the hottest topics in film, television,
and performance art: 3D. We will take a look at the technology
offered today in the field of 3D. The differences in 3D technology.
How 3D is being utilized in performance art. How some of these
technologies are not really 3D, but a 2D illusion. How can we apply
principles learned from “Natural User Experience” to 3D? What it
takes to make Good quality vs Bad quality 3d. Understanding how
the human eye / brain sees 3D. We will also take a look at a simple
3D camera system, and demonstrate 3D filming concepts.
Sound: It can be more important than vision
The importance of sound is often overlooked in both static and
performance art exhibits. Sound is considered by many to be
secondary to sight, but this could not be further form the truth. Our
ears are actually the most sensitive of our senses. Sound plays a
much bigger role in our environmental awareness than vision (which
is filtered). So much so that even the absence of sound can have a
great impact on awareness. In this lecture we will investigate the
natural human tendencies to understand certain sounds (pentatonic
scale exercises, etc). How we can communicate cross-culturally with
sound that isn’t language. New and creative ways we can deliver
sound using technology (directed microwave, solid drive, piezo
vibration). How quality of sound is more important than volume.
How sound is best recorded and engineered for art.
Video Mapping: Interactive Lecture
One of the newest fields in media art is Video Mapping. Despite the
relative ease of of utilizing the technology, the field of Video
Mapping remains in part - undiscovered. In this lecture we will teach
the basic concepts of Video Mapping on 3D surfaces. What
disciplines are needed to successfully create a mapping project.
What components are needed to properly “MAP” a structure. How
the biggest challenge is essentially “time”. The students will also be
given links to free software they can begin to experiment with to
map on their own.
3. 3
Substrates and Surfaces: New Physical Materials
There are a variety of new substrates and surfaces available to the
Media artist, particularly those who wish to work with any form of
projected light.
We will talk about the new films available from companies such as
3M and SpyeGlass, and show examples of their uses. We will cover
what types of “films” to use and when. What the positives and
negatives of these new materials? How are these materials are being
used in product design? How they can be used in new and
innovative ways.
Social Distortion: Transmedia Storytelling
Transmedia storytelling is a technique of telling stories, and sharing
artistic vision across multiple platforms and formats simultaneously.
It is on of the newest type of social media being discussed today,
and is considered to be the fastest growing trend in mixed media.
We will investigate its applications, and uses, and discuss ways in
which Transmedia concepts can be applied to both performance and
static art. We will also dive into applying concepts of Social
Networking to aid in artistic vision and meaning.
1+1 = 5? : The Art of the Mash-up
Some of the greatest interactive experiences come from combining
things that are seemingly unrelated. In this lecture we’ll highlight
some new and innovative “Mash-ups”, discuss the social impacts,
and create some of our own. In the process, we’ll discover tools that
make creating mashups easier.
We’ll discover how thinking in new and different ways can further
open creative envelopes and experiences. How there really is no
“wrong” way to do it. Topics will range from Music & DJ’s, to
Interactive Systems.
4. 4
Digital Surfaces: LED, OLED, LCD, PLASMA, DLP, LASER
With so many display technologies, it becomes difficult to choose
what works best. We’ll go over the technology available today, and
talk about the positives and negatives of each. We’ll look at specific
examples of how each technology can be best utilized for a
particular project and installation.
Ultra High Definition & Hyper Reality
As prices for computing displays continues to trend downward, and
their sizes continue to grow larger, new types of display canvases
can be built. We can now work with resolutions and imagery that we
have never seen or experienced before. The world is trending
towards the “Hyper Real”, where definitions become so high that we
can allow people to see things in ways we have never imagined.
We will cover real-world installations of these systems, how they
were built, and talk about what it takes to create content for such
installations.
Video MetaData: the Third Track
Traditionally the Video industry as relied on two pieces of
information: Picture + Sound. However, new systems are now
allowing a third piece of information: MetaData. This data track
represents a new way to convey information about a piece of media,
and gives artists new ways to control and represent video data.
We will discover how this will change the face of the video industry
in the years to come. We will also get a first-hand look at some of
the new exciting tools and technologies that are becoming available
to view Meta-Enabled content.
5. 5
How to Prototype Touch and Interactive Surfaces
What does it take to create a touch-based interface? What types of
Interactive surfaces exist? We will learn about the hardware that
exists, and also learn how to create new interface designs.
Prototyping these interfaces is easier than you may think. Using
simple programs such as FLASH and AFTEREFFECTS we will
engineer a variety of simple and intuitive touch interfaces quickly.
We will put into practice the concepts we learned in the “Natural
Interfaces” lecture, learn to build a prototype touch interface, and
animate them using simple tools, and learn about what types of
experiences work best for touch.
VIDEO Mapping LAB 1 - Basics / Learn Modul8
This is a hand-on session to get more detail with Mapping tools such
as Modul8, a widely used VJ softare for mapping. We’ll begin by
creating simple mapped elements and learn how to control them
using Modul8
VIDEO Mapping LAB 2 - Advanced Techniques
Continuing what was learned in the Mapping lecture and LAB1 we
will explore further tools, and learn how to precisely control and edit
our Mapped environments. We will learn about the advanced
methods the professionals use for Mapping on buildings and
monuments.