Monday, May 10, 2010

The Creating Assemblies in Public Environments: Social Interaction, Interactive Exhibits and CSCW [[i]]

This paper investigates the ways in which people collaboratively encounter spaces and explore technology with specific attention to museums and low-tech assemblies. It details three installations which were carried out, looks at the practices of assembly in order to develop a series of ‘design sensitivities’ in the development of a technological installation for the purpose of examining the distinctive characteristics of social informal interaction in public spaces. Throughout it acknowledges the disregard for looking at behavior in public since the early 1970’s and provides a microcosm with which to explore this area. The core focus of the paper is on the Ghost Ship project, which was deployed during the SOFA Exposition in Chicago, USA. It was very much successful as a work of interactive art and through audio-visual recordings familiar in CSCW, the way in which it was encountered was analyzed so as to inform future design and development work. This project takes its lead from the studies of visitor behavior, research and data analysis of a previous project in order to consider how people in and through their interaction with others make sense of the space and the technology. It is inspired by the substantial body of research concerned with media spaces in CSCW. A detailed description of the work can be found in the exhibition catalogue. [[ii]] Points of interest from the project of particular interest in public installations, was the way in which users not only interacted with the technology but also played with the discovered functionality, exploring its possibilities, being creative, playful, humorous and fun. It also showed the way in which the installation sustained the interest of the users by allowing them to configure the installation in order to create and develop novel forms of interaction and participation, and to create experiences for others. The third project mentioned in the paper, Keepsake, outlined the importance of considering traffic flow in the area prior to development, as this was the main reason the project failed to impact. The outcomes of the exhibitions critical analysis lead to the development of ‘design sensitivities’. These included

  • Providing resources for participants to creatively shape and configure the experience, in order to move away from a stimulus response and towards real-time transformation
  • The need to provide opportunities of interaction by considering different forms of communication including verbal / non-verbal, individuals / groups, companions / strangers, passive / active, central / peripheral
  • Careful organizing of the placement of the action and the viewing
  • The consideration of reverse scalability by recognizing the need for designing for few as well as many


[i] Creating Assemblies in Public Environments: Social Interaction, Interactive Exhibits and CSCW

[ii] Coatts, Margot (2001): Jason Cleverly and the Ghost Ship, Sculpture Objects and Functional Art 2001 Catlog, Chigago: Expressions of Culture, Inc., pp. 28-31

The process

Initial user studies - movement, gestures, motivations

Analysis of the space - traffic, ethnographic studies of social interaction and communication of users in their natural environment, interaction with each other, current advertising in public.

An iterative life cycle model will be followed

  • prototyping
  • scenario building
  • A cooperative evaluation - classmates and people field of interactive media
  • re-design prototype
  • heuristic evaluation - users from outside the domain of media or advertising
  • build
  • installation into a shopping centre for one week
  • Analysis of the audio / visual material of user interactions
  • evaluation


If your are going to read one post - Make it this one!

Our societies relationship with technology is ever changing. Over the last few years computers have moved from the desktop into our environment, from the personal computer to interconnected communities in society, the virtual world is molding with reality, the ideas of ubiquitous computing have come to pass, and sensing technologies are on the rise. So what’s next? This report takes a brief look back at where we have come from, and looks at opportunities currently being explored and proposes how advertising could evolve into a shared experience of interaction with technology, diffused with this ever changing world. Interactive advertising as we know it today has mainly taken on the form of pop-up banner ads online. Few projects specific to advertising have been carried out away from the World Wide Web leading to a lack of research and user studies on the topic. Advertising is an area that could benefit from the design practices of HCI, CSCW and experience design. This report proposes the idea of an interactive window advertisement which is grounded in the design practices of experience design, by carrying out iterative user studies throughout, in order to develop an aesthetically pleasing interactive space in the public realm.


To utilize ubiquitous calm technology, in order to integrate sensing technology into the public realm

Today technology in the word around us has taken on a form first mentioned by Mark Weiser around 1995 [[i]]. Weiser proposed the idea of ubiquitous computing, where technology would be weaved into the world around us. His ideas included 'machines that fit the human environment, instead of forcing humans to enter theirs'. This has been almost fully realized in today’s world, and much can be learned from his papers. He defines the difference between information technology such as pagers, cell phones and the World Wide Web as being the way in which they engage our attention. He describes everything we see as taking on centre and periphery attention. He also talks of the concept of calm technology. The challenge with ubiquitous computing is to avoid an over-whelming presence of computers everywhere, and this is where calm technology plays a role. [[ii]] Calm technology engages both the centre and the periphery of our attention, informing without over burdening, an increased sense of located ness, crucial as we move into an era of ubiquitous computing.' An example is what he defines as the first information technology, 'literacy technology'. Where a representation of spoken language is constantly present, ready for use, but not over-whelming. It is in the periphery of our attention waiting to be read, which only comes to the centre of our attention while we are focusing on it. The aim of this project is to develop a calm technology in the field of interactive advertisements, which is always present in the periphery of the society, waiting to be interacted with, but which does not interfere with the environment.

To employ natural interaction

Natural interaction is an alternative design practice proposed by Alessandro Valli [[iii]], which moves away from interaction with machines and GUI interfaces, from the language of the computer to the language of the user [[iv]], and from point-and-click type actions to the natural actions of the user. This project will empower human methods of communication including gestures, movements, and reactions so as to encourage spontaneous interaction. This project will do this in a number of ways

  • Examine peoples movement in the space prior to installation
  • Examine how people explore and discover the world around them, with specific attention to certain senses
  • Carry out iterative prototyping so as to look at how people interact with the technology

The outcome of designing the installation around this natural interaction is to encourage participation with a technology that would have not been encountered prior. This will allow the piece to avoid having a learning curve and allow people to express themselves instantly without thinking about how to operate it. So the user can interact without instruction or learning.

To take the focus away from the technology

With the rapid pace of change current in technology, it can become overwhelming. This project aims to hide the technology so as to take the focus off allowing the user to act spontaneously without great thought. This aim is interlinked with the previous two, as both are methods in which the focus will be taken away from the user questioning how it works, in order to immerse them into the aesthetics and message.

Spark curiosity

This project aims to spark curiosity in the user in two ways. Firstly, in order to attract the user to interact with the window, and secondly to question what they are seeing. In this section I will deal with the first and will discuss the second further down in the content section. Humans have always shown great interest in themselves. The social issues research centre has carried out studies into this interest we posses of looking into a mirror.[[v]] They reveal that humans have shown this interest in themselves for many years, and that concern with appearance is not just an aberration of Modern Western culture. They continue to discuss why this is so, however, this project is solely concerned with using this method of reflection in order to create interest, to utilize physical reflection in order to attract the passer by.

Content

The project will aim to utilize aesthetically pleasing graphics in order to encourage interaction. Don Norman, who has contributed greatly to design literature, spoke of the much-discussed function vs. aesthics debate [[vi]]. Don talks about how there may not be a need for a conflict between them, and how the greater importance may depend on the scenario. He mentions how an attractive design is not necessarily the most efficient, but it can however improve interaction in terms of usability due to people being drawn to attractiveness. ‘Beauty and brains, pleasure and usability - they should go hand in hand’. Beauty is important for our lives, however, it is also noted by Norman that the human perceptual and attention systems are also tuned to notice discrepancies and problems, not that which is expected. So therefore aesthetics in this project will take a centre role alongside usability.

User Experience Design

Design practice has gone through many changes throughout the last few years. We moved from human factors involving tasks lists and machine performance capacities, through to the field of HCI, with specific attention to usability, ease of use and user friendliness. Following this time Bannon is his paper ‘Human factors to Human actors’[[vii]] proposed the notions which lead to the development of the area of CSCW where design became about the settings in which the users were, as well as their motivations, underlying values and relationships. This new way of thinking about users is one that shall be employed in this project in order to truly design with the user in mind. The users setting, as well as their motivations and relationships with people and objects around them will all be considered by conducting user studies prior to development. With this in mind, the project aims to design experiences not just interactions for the user. Bill Buxton states that ‘we are deluding ourselves if we think that the products that we design are the ‘things’ that we sell, rather than the individual, social and cultural experience that they engender, and the value and impact they have.’[[viii]] This echoes thee views in the much researched emerging discipline of experience design. From a commercial marketing point of view this will involve engagement with the brand and the emotions and memories this creates, highlighting its importance in advertising.



[i] Mark Weiser, The Computer for the 21st Century, Scientific American.1991;265(3):94-104.Available at: http://www.ubiq.com/hypertext/weiser/SciAmDraft3.html.

[ii] Mark Weiser; John Seely Brown; Designing Calm Technology, Powergrid Journal. 1996;1(01):94-110.Available at: http://www.ubiq.com/weiser/calmtech/calmtech.htm.

[iii] Alessandro Valli, Natural Interaction White Paper, 2007;(September):21. Available at: http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.98.9153&rep=rep1&type=pdf.

[iv] Donald A.Norman, The Design of Everyday things, DoubleDay, 1990

[v] Social Issues Research Centre, SIRC 1997-2009,http://www.sirc.org/publik/mirror.html, last accessed 5/5/2010

[vi] Donald A.Norman, Emotional Design: Why We Love (or Hate) Everyday Things, Basic Books, 2004

[vii] Liam Bannon, From Human Factors to Human Actors, Design at workcooperative design of computer systems. 1991:25-44. Available at: http://www.ul.ie/~idc/library/papersreports/LiamBannon/6/HFHA.html.

[viii] Bill Buxton, Sketching User Experiences, Morgan Kaufmann, 2007

Wednesday, April 28, 2010

Videos of projects I found very inspiring specific to advertising

Adobe Interactive Wall

http://www.brandnewschool.com/project.php?410/movies/Adobe_Making_of_the_wall.mov

The Adobe Interactive Wall is an advertisement that was developed in order to launch Adobes CS3 projects. As the user walks in front of the wall the tracking software records peoples movements and translates them into an animated mural. From left to right the mural develops from simple to complex graphics. This project was of great interest as it is an interactive advertisement that is developing an interest in a passer by and creating an experience through the brand.

Nike ID Generator

http://www.wonderactive.jp/award/2009/nike/nikeiD_generator/

This project was an in-store installation, where the user steps in front of the digital sign. Using a color-analyzing camera the program creates a pallet from the users clothes. This is then used to customize Nike Shoes in real-time. What was interesting in this project was the integration of different kinds of media. When the user used the installation, they received a 5-digit code printed on a card. This can then be used to buy their customized shoes.

Clear the financial fog

http://www.monstermedia.net/portfolio.php#240

The project has many similarities to this dissertation. As the user walks past the window a fog clears allowing the passer by to look inside the window. It works well as similar to the idea of people being interested in their reflection, giving them a glimpse into the office would also catch their interest.



Tuesday, April 27, 2010

Research Presentation

So today I did a presentation about my project. It was the first presentation I have done that I wasn't nervous about. I actually enjoyed giving it and getting some feedback from the class. So here I have embedded a copy. Enjoy..


After the presentation there were questions and comment of which are detailed below.
  • It was noted that I had not mentioned user studies throughout. Which is a very important part, maybe up to now I have been bogged down with the technical part a bit too much. I hope to carry out user-centered design process, and will do up a plan soon.

  • I was given a link to a very good paper on a similar topic, which details three projects installed into museums each which involved intensive user studies and evaluation. The paper is titled Creating Assemblies in Public Environments: Social Interaction, Interactive Exhibits and CSCW. I will talk about this paper in a separate blog post.

  • I received good feedback towards some of my content ideas so far, so I plan to start sketching ideas asap

Monday, April 26, 2010

Organizing myself - Time management



Time Management:

So today I had a meeting with my supervisor and it was good to get an idea of what stage we should be at now, and a look at deadlines and where they land. So today I did up a Gantt chart of my own to plan out my project. It was more difficult than I had imagined.


For my project I have broken it down into different a
reas. The reason I did this was because each can be worked on simultaneously and independently for now and have certain deadlines which are the same, for example testing. So my areas are as follows:

  • User Studies
  • Projection
  • Tracking
  • Content
  • Build

As it is hard to see the image of the Gantt chart on this blog I have detailed the sections.

LIT Review
First Draft - supervisor
Final Draft - supervisor + MF
Final Thesis - softbound
Exam
USER STUDIES
Location choice
Recording of footage of space
Analysis
Initial User Studies
PROJECTION
Email companies request sponshorship
Initial Material Trials
Material Purchase
Screen Imagery Build
TRACKING
Test current code
Camera trials + lighting trials
Re-code
Cooperative Evaluation - Test 1
Re-code
Heuristic Evaluation - Test 2
Re-code
Final Test during Setup
CONTENT
Sketch and brainstorm
Build
Cooperative Evaluation - Test 1
Re-design
Heuristics Evaluation - Test 2
Re-design 3 days
Final Test during Setup
BUILD
Setup and Build
Final Test during Setup
1 Week Installation
Footage analysis
Write-up


Storage Organization:
So from here on in the hard work on my thesis begins. So just a few bits or organization before I begin. I have setup the following...
  • Blog - Rachels I-Media Project
  • SketchBook - For sketches and details
  • Bookmarks - Delicious
  • Document sharing and updating - Google Documents
  • Reference Store - EndNote
  • External hard drive - needs to be purchased this week so I can have three back-ups. One in college, one on my laptop and one on the hard drive. I also plan to have version control which means each back-up will be updated with a new version (not overwritten) every 2 weeks, so at any one time I could only lose two weeks work.


Monday, April 19, 2010

Projector stuff - looking at Glass projection film VERY expensive

After seeing the importance of good lighting conditions during the installation earlier this year I have decided to battle this part of the challenge early on. Today I did a hunt on the net to find out about projection screens and how to successfully project in sunlight. I start this with very little knowledge of projections apart from what we have done in college. I focused my search on rear projections, and here are the results.

(1) So first I looked into a DIY attempt at building a screen. The best suggestion was using wax paper. It is good for rear projections but I have my doubts on its success for this project. Due to its size it needs to be weaved together then ironed. Two layers does created a good strength material with less hot-spotting but even ironing it doesn't get rid of all the creases. This was the only really useful DIY attempt I found. Other suggestions included shower curtains and plastic style sheets. Although all of these may work well for rear projection, due to the fact that it is a window display I have decided on this material would not work well due to reflection etc. so I thought I'd keep exploring.

(2) Next I started looking at blogs as I have always found these to be very useful. After a while hunting I came across this one....

http://nuigroup.com/forums/viewthread/4457/

In this post he compares six products:
  • Polymex 50 micron double matte drafting film ($2 USD sq. m)
  • Rosco Grey ($12 USD sq. m)
  • mind.unity@gmail.com’s film ($90 USD sq. m)
  • IFOHA Digiline White (169 EURO sq. m)
  • IFOHA Digiline Contrast (230 EURO sq. m)
  • 3M Vikuiti ($566 USD sq. m)

As you can see the price difference is large. He compares contrast, brightness, hot spotting, etc. I found it to be a very useful post, especially the image attached to it, which shows the six materials together. So I went on to all the websites and got a contact name, email address and phone number as well as a few details on each for further research. After a delve into the world of projection lingo (with the odd dictionary search for the terms I didn't understand) I put together a draft email. The email had the following layout:

* It stated that I was a student in the Interactive Media Masters in UL.
* That I'm working with a number of novel concepts for an interactive window advertisement.
* That I have a great interest in this area and a bit about my background.
* That on successful completion of this project I would hope to work in this area in Ireland as there is currently no one providing such a service.
* How I came across their product / company
* If they could give me a loan / large sample for use in my proof of concept project
* That I would be happy to share my findings and results with them, as well as video footage of the display.

Currently I am awaiting a reply, and will post back here soon....



Wednesday, March 31, 2010

Installation

For our interactive media in the public realm module we created an installation for the opening of the IWAMD building on campus. For this installation we decided to do a motion tracking installation that projected

Thursday, March 11, 2010

What it means to be a designer...

Design Education? My role as a Designer?
I wrote a lot on this topic because I have been studying and working as a designer for the last six years, and it has become more than an area of work to me. I have seem many changes since the first day I began studying design, both in my opinion of what a designer is and also in how I have been taught to design. So I think this is worth a read, sorry its a bit long....

Fionn began the presentation on the topics of Affordances, Constraints, Feedback and Designing for people. We covered these topics last semester when looking at Don Norman. Dons ideas on design, although written regarding the designing of everyday objects still have place in interactive design today. From examining projects under Dons ideas their importance became evident. I plan to look back into these ideas on this blog in relation to my project further down the line when I have progressed my idea further.

Lucy and Trionas sections were highly linked so the following is a look at both areas but from my own experience. I will include in this my opinions on being both a design student and working professional as a designer. I plan to also look at the past present and further of designers, our role, and our teaching methods.

After both reading Meredith Davis and hearing lucy talk about it today, there are a few things that stood out to me in relation to my own experience as a design student and also my work in a design company. I spent four years in LIT studying Multimedia with Design and Programming as well as currently part-taking in this masters in Interactive Media. This has allowed me first hand experience of what Meredith talks about in her paper. I agree that there are many challenges when it comes to design education, especially due to the changing technology and practices we are faced with. Even from the start of my first course through to the point I am at now, I have found a need to adapt to new design practices as a direct result of changing technologies. This experience also echoes Davis point in saying that doing by habit may not be the best practice. Many of the methods taught to us in first year of my undergraduate were in my opinion already dates to a certain extent. Examples of this included the waterfall model with its top-down approach, which didn’t allow for iteration and does not consider that the majority of customers do not know what they want directly from the outset of the project among other disadvantages. As well as this, the advancements of multimedia, both its online content and the introduction of interactive media has lead to a need to consider and apply new design practices. Simply doing by habit will not produce successful designs, as it is an area that is ever changing.

Lucy mentioned each of the trends stated by Meredith that will define design practice in the future. So heres my experience on each:

Increasing complexity in the scale of design challenges – As I stated above, with each new technology comes new issues and ways of doing things, which also leads to design challenges. As technology is ever growing at a rapid rate we cannot define a standardized way of designing and stick to it. The nature of design does not allow for this. Also, with the changes in the way we design from the early concepts of human factors through to HCI. This was then followed by Liam Bannons ideas in his paper “Human factors to Human actors” which has been proof that there is an ever changing complexity in design where we need to consider users motivations, surroundings and relationships when designing. With the introduction of CSCW we became more aware of peoples settings and communications. All of the above have been changes in the way we design due to every changing complexity. Meradith talks of the trend that students learn best through experiences that move from simple to complex. In my own experience I have not found this to be the case, although it is the approach with is taken most often. In reality making things simple and isolating them into steps can take the learning out of context. Personally I find that many things can be learnt at once and sometimes jumping in the deep-end and trying to get an understanding of the complexity rather than simplifying learning can be more effective, as it does not disassemble the links between items as simplifying does. I especially notice this when working in a company where a simple step by step systems is not used. While working in a Graphic Design studio on many occasions I had the task of learning a new piece of software in a short space of time. By trying the understand the complexity rather than breaking it down into step by step tutorials from basic to advanced I found the package became easier to learn as an overall view of the software was available from the start.

Thinking about the people for whom we design as participants in the design process Individual performance and control of outcomes are among highest priorities. This idea of thinking of the people we are designing for links into the aspects Triona talked about. Where people have moved from being seen as simply users to more designers in their own right. Throughout the course we have become more and more aware that people may not use the item you design in the way you intended but however modify it to their own needs. We have come across the ideas Triona discussed on co-creation, leading away from the ideas of designing for people and more towards designing with people. That the users plays a large role in the design process. An example of this was text messaging, where the designer did not foresee how it would be used. Also with the popularity of user modifiable systems and objects currently being designed it has become highly apparent that the users do in fact play a vital role in the design process. Meradith goes on to describe how she has found that individual performance and control of outcomes are amoung the highest priorities. I would not fully agree with this trend. When i started out my degree I found that much of the way we were taught was dividing the designer and the user greatly. Where we would be given examples of how to overcome certain problems, almost a standard way of figuring out the users needs. However, as time went on, the importance of understanding the user seem to move to a point of involving the user. This involvement usually meant maybe a survey to discover trends and also user involved testing. Through out the length of my studies the importance placed on the users involvement has changed drastically and only now am I personally truly coming to grips with what the user can contribute to a project with the right involvement. My latest projects involve user participation throughout each of the design phases, and this still can lead to a product thats use is modified by the user themselves. The user will always decide how they want to use the product to suit their own needs. So, I personally have moved from the stage of controlling the outcome to one where the user takes on a vital role. At the same time, while in industry I have found the trends to be very much evident. The client was brought in at the start of the project, and requirements were drawn up. Then the designer would go off and design a product for the target audience, therefore, making assumptions on how they thought the user to be. I personally found that many projects were simply categorized replicas of each other, with little specification and a very strong controlling of outcomes.

The third trend discussed in Lucy's presentation was the emergent and remix technologies: designing social interactions, where the assumption has been that the computer is an extension of tools and media. Yet again, I would only agree to a certain extent that this trend still remains. I do believe that many current professional designers do consider web design and interaction to be about the movement of objects on a screen, what happens when they click here, roll over here, and making things move. In my experience in the design industry I was lead to believe that interaction was Flash (full stop), that if the client wanted a basic website then Dreamweaver and HTML was our tool of choice. If the client wanted some more interaction then Flash would come into play, to make things move. That the visual representation of information in an interesting way, catching their attention was the way forward. Since coming back to college my eyes have been greatly opened on this topic. I now see that interaction is much more than how something moves in a nice way, but that it has a role in developing interactions between people and technologies. We have been taught that we are not just dealing with the execution of a task but however, that we need to consider all aspects eg. their environment and how people are interacting with each other and their world. On examination of projects since we have begun the course this has been evident. We have taken current products / websites and examined them using a heuristic evaluation and a cooperative evaluation. During this process it became evident that looking at peoples motivations / what they are doing at the same time as interacting with the website / whom they were sharing information with / their environment / etc. is a major aspect of the design of interaction. It also made me aware of interaction in areas I had not noticed before, because I had never looked at the larger picture, the social environment.

The fourth trend Meradith talks about is the importance of understanding community. My experience with designing for Global users has not been very large, but however, I have had the experience of designing for a group of people who were not from a similar background to mine with many cultural differences. I would highly agree with the statement "The underlying principles of good design are universal" for if you follow the structure of fully understanding your user, their motivations, their environment then you will be producing a design which does not posses a community divide. I think this is where we went wrong during our project, as we did come across a few pitfalls. Therefore with the increase of information sharing and the globalization of systems, there is a great need for this idea of designing to be taught. In my experience, the only teaching on this topic I did receive was the difference between symbols used in different cultures, the way people read differently in different cultures, the meanings behind different symbols. These are for want of a better word "aesthetic cultural differences" and I feel this area still leaves a lot to be desired in design education.

On her last and final trend, Meredith speaks of the need for a knowledge base which supports new practices. She talks of the need to build a research culture in design. I agree with her conclusions that there is no consensus of what research really is. I think this may b the main reason there is more of a pitfall in design research than in other areas. In our own college here, this lack of research in design seems to be taking a turn in the right direction. However, I would have to agree that the availability of access to such archives in the past few yeas has proved difficult.

When Triona began her section with the title Designing the Designer it really caught my attention. I had previously contemplated what methods we use to design and how we learn to be a "designer", but I had never questioned in depth our role and the characteristics of a designer. As mentioned above the idea of co-creation is one which has appeared throughout my design life, but where does the divide lie? What role does the designer have, if the user is creating their own experiences? To be honest, it did cuase unease for a moment when I began thinking about this. If all people are creative (a theory I believe has great strength to it) and they are infact themselves designers, then where is my role? My first thoughts on the matter did cause mental images of some of the worst sites I have seen to flash into my head. An example of users becoming designers is Bebo. Shortly after the release of Bebo people began to make their own skins, modify their own pages. After a while this control seemed to cause annoyance for users, and has been mentioned many times as one of the presumed causes of its downfall. So where do we draw the line. After a bit of thought on the matter, I began to reason with myself that it is merely not just the technical and visual skills I posses that will make me a good "designer". The ideas of needing an understanding of knowledge and expertise from a broad range of disciplines as well as a deep knowledge in a specific area is a strong one. Triona also talked of the ability of designers to see the scale and complexity of design. I think this is a strength vital for designers, and the saving grace of my design projects where problems can be predicted and avoided.

In conclusion, from the first day I stepped into the new shiny lab in LIT in order to become a "designer", I have come across many pitfalls, but also seen many changes for the better. Its an ever changing area and I feel the practices are still playing catch-up on design. The role of a designer is also changing, and although I can not fully define a designer with each new project and each new experience im getting a better understanding of what it is. My experience has lead me to believe that the newest design graduates have a lot to offer the industry as colleges are becoming more and more advanced in their design teaching, however, currently many design studios do not possess the openness to change. In saying this, once these graduate have been in the industry for a few years times will once again have changed, design students will need to become lifetime learners.

Wednesday, February 10, 2010

Technology and devices needed to carry it out

Arduino Technology

The Arduino is a microcontroller which I will use in order to sense the environment by receiving input from sensors. These sensors will detect the motion of the user either by motion tracking or blob tracking. The advantage of the arduino is that it makes communicating with software running on a computer easy work(e.g. PD, OpenFrameworks).

Software

I will use a selection of software as describded above. These are as follows:

OpenFrameworks

PD or MAX/MSP

Quartz


Resources

Skills

I have studied Object Orientated Programming Java for four years and have a firm understanding of it. I hope this ability will lend itself to the learning of

C++. I have basic experience with MAX/MSP which is similar to PD. Although i have a lot to learn regarding thid program I find it very interesting and I am eager to improve my skills. I have a basic understanding of Quartz from which to begin learning its possibilities.


Devices

The devices which I will use will be

Sensors

Arduino board

Computer

Projector

Open source code

As OpenFrameworks and PD are both open source, this will allow me to experiment and implement current code.


How it was carried out

Initially, I had a general idea of the subject matter in which I wanted to work. I grounded this by brainstorming ideas of different types of possible projects. I narrowed this down to a smaller group and began chatting to fellow class mates about my ideas. This then led me to three ideas which i decided to create scenarios from, which allowed me to see possible user situations to varying degrees of detail. They also allowed me to conceptualize and critique the ideas from an early stage in the design process. From this i narrowed it down to one idea which I then expanded further and created my proposal which was sent to Mikael and approved.

Tuesday, February 9, 2010

Projects researched

I then carried out a more in-depth level of research. At this stage I began to draw up scenarios and want to address issues both technical and aesthetic. The following is a brief description of the research carried out on the first of three main projects which helped me overcome obstacles.



Research Project One:

Project name: Body Paint

What was used: software, infra-red cameras, openFrameworks, projection

Description: An interactive installation and performance piece, allowing users to paint on a virtual canvas with their body, interpreting gestures and dance into evolving compositions.

Link: http://www.msavisuals.com/body_paint

My research: By looking at a detailed description of how this project was carried out and what technology was used allowed me to further develope my ideas. My mains areas of interest in this project were the use of infra-red cameras in order to detect movement and also the use of OpenFrameworks to communicate and analysis the movement before projection. Another reason this project was of great interest to me was due to the use of more than one user which allows for an added dynamic.



Research Project Two:

Project name: Beacon

What was used: Thermitrack camera, Openframeworks

Description: A kenetic light installation, where an array of emergency light beacons interact with visitors, tracking their movements. Thermal imaging cameras track movement.

Link: http://www.beaconinstallation.com/

My research: This project interacted with its surroundings as well as the users. The project exploits a transfer of technologies from existing industrial products. The main reason I choose to look into this project was in order to analysis the use of thermitrack cameras to detect where the user is located, where thermal imaging cameras were adapted to track the participants’ movement through the space.



Research Project Three:

Project name: Glastenbury Pi

What was used: Thermitrack camera, Openframeworks

Description: Interactive audio / visual. The music, audio and visuals inside a tent are all controlled by the movements of the occupants.

Link: http://memo.tv/projects/pi_glastonbury_2008

My Research: This project dealth with both audio and visuals. My main interest in this project lay in the use of cameras to track movement which was then applied it to the fluid/particles visuals and also the audio aspect where movement would also trigger notes or beats. I researched this method to compare it with the previously stated methods, e.g. Infra-red.

Saturday, January 30, 2010

So many inspirational projects, heres a few

Throughout all stages of the course so far, I have been researching projects, each using a selection of the softwares mentioned above. The following is a list of projects and links which have inspired me from the early days prior to the development of my scenarios.

Project name: Lights On! Keplers Watch (2009)

What was used: Architectural lighting, software, loudspeakers

Description: Lights and Sound performance, it consisted of both permanent and performance installation components. The performance, featured light patterns synchronised to music.

Link: http://frey.co.nz/lightson

Project name: Olympic Oval Vancouver

What was used: OpenFrameworks

Description: A visual installation which has two pieces. The first is a building projection and the section an installation part where users can interact with the ribbons.

Link: http://www.openframeworks.cc/gallery/olympic-oval-vancouver-realtime-video

Project name: Amsterdam Metropol 2040(2009)

What was used: Software, projector

Description: An interactive metropol – data visualisation projected on to a table from overhead, visitors interact using 9 ipod devices installed on the table.

Link: http://frey.co.nz/mm2040

Project name: Audience

What was used: Sensors, software, motors

Description: An installation of 64 head-sized mirrors which synchronise and turn their heads towards the object. It uses individual tracking using optical flow, to help stick with that person through the crowd and also uses blob tracking.

Link: http://www.chrisoshea.org/projects/audience/

Project name: Waves to Waves to Waves

What was used: Sensors, software, loudspeakers

Description: This project visualises and sonifies ambient electromagnetic energy by using devices sensitive to changes in electromagnetic fields.

Link: http://frey.co.nz/waves

Project name: Sounds Like Light, Lights Like Sound

What was used: LED lights, computer vision tracker, software, loudspeakers

Description: is an interactive immersive installation which converts space into a playful environment for the exploration of sound and light

Link: http://frey.co.nz/sll

Thursday, January 28, 2010

Where to start.....ideas, ideas, ideas

Well here goes my first blog. I was never very good at keeping a diary or anything like that but I promise to try my best to keep ontop of this one. So my project.....its always hard to know where to start so i guess ill start with what I can do, what I have done and what I love to do.....

What I can do - my Skill Set
Flash - Industry Level
Photoshop - Industry Level
In Design - Industry Level
Illustrator - Industry Level
3D Studio Max - Basic
Java - Degree Level
After Effects - Basic
Premier Pro - Degree Level
Logic - This year only

Areas of Interest
Irish Dance - I have been partaking in Irish dance since the age of three and it has been more than just a hobby it has been my life. When I started college my efforts to practice all the time slackened so I currently help out teaching the class at home. I plan to do my teachers as soon as i finish the course.

Drama - Iv always been involved in drama, and like to think that im good at it. I have gone to many courses including Gormanstown and taken part in classes thoughtout the years. When i went to college I was head of the drama society in LIT which I loved every minute of. I also did a course with Shane Munroe (Guy from one of the Bulmers ads) in screen acting which are hopes I still havnt fully left behind. Im a firm believer of being able to achieve anything I put my mind to, and so far in college I have done just that and loved every minute of it. Who knows what the future brings.

Performance - of all shapes and forms. This ties in with the two above but I purposely stuck it in separate here as performance of all types of dance and music also tie in here.

Technology - Yes it is true, I am a nerd when it comes to technology. If I hear about something I have to go look it up and see what its all about. As for programming, I can honestly say I love the feeling when its all solved (even if it does take copious amounts of coffee...)



Project Concepts -
Motion - the use of the body to control. The Wii fit first took my interest as it moved away from the controller method of interaction. I think this is an area that will vastly change in time.

SenseCam - after doing a project on Microsofts SenseCam I have become hooked. Iv read every article out there I can find on MyLifeBits and the SenseCams possible use in many areas. I carried out research on possible areas of use and think this would be a fascinating are to explore for my thesis. Also, we are lucky enough to have one here in U.L. which would be great to get to carry out trials with.

Augmented Reality - I first came across it when I say an article in a design magazine. The gave you the name of a website to go onto and a black graphic to hold up in front of your web cam. I had never come accross this before and can honestly say from the first moment I was fascinated....

Continuation of my Degree Project -
For my degree I created a website that was truly designed around the user. It was aimed at young Irish dancers who were traveling to competitions frequently. It gave many guides and tips for the day, as well as listings and results. It also included a costume creator section, where the user could pick the colors and patterns and preview what their new costume would look like. I wanted to extend this to display a 3D model of the costume and allow the user to choose their hair color and skin color in order to get a full preview of their costume before purchase.

Tuesday, January 26, 2010

Inspiration that has lead me to my idea so far

At the beginning of the course I was advised to attend workshops during the Tweak festival in Limerick and it was from here my inspiration first began. I attended two workshops, which were the Arduino workshop and the OpenFrameworks workshop. I found them very interesting and from the minute I stepped in the door ideas began flowing. These two workshops were my initial inspiration for my project, a discription of each can be found below.

The Arduino workshop

Arduino is an embedded system platform based on a simple open hardware design for a single-board microcontroller, with embedded I/O support and a standard programming language. (1) The first half of the Arduino workshop entailed an introduction to the microcontroller, which included example projects paying particular attention to physical computing and how humans express themselves physically. We looked at the integration of sensors, actuars and microcontrollers, and the possibilities of combining it with software such as Quartz composer a visual programming language which is part of the mac environment for processing and rendering graphical data, Processing which is free software used to program images animation and interactions and PureData a graphical programming language mainly used for the creation of music but also used for multimedia. The second part of the workshop entailed hands on work, where we programmed and implemented basic sensors and led lights and also looked at additional components from Spark Fun Electronics. The Arduino language is based on C/C++ and although I had not studied this language I implemented it with ease, due to my knowledge of Java which is also an object orientated programming language. The goal of the Arduino project is to make tools available that are accessible, low-cost, low capital investment, flexible and easy-to-use for artists and hobbyists, particularly those who might not otherwise have access to more sophisticated controllers that require more complicated tools.(2) For this reason I was intrigued as to how I could make use of the Arduino in future projects and I began researching current implementations in the area of Interactive Media, of which I will explain more further on.

The OpenFrameworks workshop

We began the workshop by being introduced to OpenFrameworks which is an open source C++ toolkit for creative coding. We looked at how and why it was developed and we were shown example projects, which have been undertaken using OpenFrameworks. I will look into a selection of these projects later in this report. We then downloaded code from the OF website and implemented it. This allowed us to see the ease of use of OF as an open source software and also tested my ability to adapt the code to our needs. I found myself running ahead of the brief, trying out new and interesting implementations. The second part of the workshop involved tracking the motion of a user using the imbedded camera on a mac book. We discussed the advances in the area of motion tracking / blob tracking and flow motion tracking and also the current limitations such as passing objects, etc. After the work shop we discussed possible projects and what we would like to try using OF.

Semester One Modules

Much of the software I had heard mentioned at the above workshops began to creep into the material I was reading and also began being implemented in class. For this reason, I gained the ability to expand my ideas across many domains, with the implementation and interaction of various software.

MAX/MSP and PureData

I took an elective in MIDI programming in semester one where we were introduced to MAX/MSP. Here we learnt the basics of the software and towards the end of the year undertook a project which allowed a more advanced learning of its possible use. For this project I choose to add additional features so as to gain experience with the program. I connected a Java patch to the patch which read in information which was used to adjust the display of the Quartz file. By integrating software I gained a better understanding of MAX/MSP. As of yet I have not used PD to a great extent, however, due to its similarity to MAX/MSP and the fact that it is open source I plan to use it to a greater extent in future work.

Quartz

I had heard Quartz mentioned during the workshops and also in the projects I had researched, however, had not worked with it myself. During the year for our assignment for MIDI and Programming we got the opportunity to work with Quartz. The assignment had not requested that we change the Quartz file but in order to understand the possibilities of the program I decided to adjust the patch for this assignment. I only touched on the functions of Quartz, but was inspired by what it was capable of doing.

Monday, January 4, 2010

Project concepts Im planning to explore and develop

After working with the software mentioned in previous posts to varying degrees I began to research possible project concepts. The following is a description of my initial idea which is currently yet in an early stage.

Initinal idea
I plan to implement an interactive motion detection device which projects a visual display relevant to the movement of the user. Using a sensor I will track the motion of the user. The sensor which will be implemented using an arduino will then be connected to a display device. By using OpenFrameworks I plan to implement a motion detection program using the information coming from the arduino and code it before sending it to PD which will carry out the nesseccary changes and send the relevant information to the Quartz file. The Quartz file will then display the visuals to the user.

Stage two idea
After discussing the project ideas with many people the importance of the link between sound and music became evident. I plan to use information coming from the audio playing in order to effect the visuals patch also. One possible way of doing this could be having the user play the audio file on the computer which the arduino is also connected to. This means I can read information from the track regarding pitch and combine this information with the motion information in the PD file. Another option would be that the speed of the music is controlled by the movement.

Possible additions
After looking at projects which were carried out implementing building projections I began to brainstorm regarding the projection aspect of the project. Rather than displaying the image on a screen, the visuals could be projected onto a number of canvas, for example a building.