Elastic Experiences: Designing Adaptive Interaction for Individuals and Crowds in the Public Space
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Transcript of Elastic Experiences: Designing Adaptive Interaction for Individuals and Crowds in the Public Space
Designing Adaptive Interaction For
Individuals and Crowds in the Public Space
Luke Hespanhol. 2011.Master of Interaction Design and Electronic Arts
Design Lab. University of Sydney
Based on short paper:
Elastic Experiences: Designing Adaptive Interaction for
Individuals and Crowds in the Public Space
Luke Hespanhol
Maria Carmela Sogono
Goldy Wu
Martin Tomitsch
Rob Saunders
Proceedings from OzCHI 2011
Australian National University, Canberra, Australia
Very wide display (15 x 1 m)
Narrow interaction area (approx. 15 x 2 m wide)
Partial view of interaction
Targeted audience: passers-by (office workers, families).
Narrower display (3 x 1 m)
Broader interaction area (approx. 5 x 5 m)
Full view of interaction
Targeted audience: students, faculty staff.
Catalyst to
self reflection
Foster a sense of connectedness
Aarhus By LightAarhus University.
2007.
Vivid Sydney
MCA Interactive Lighting
Spinifex Group. 2011.
The Red Nose GameBBC Big Screens. 2007.
Birmingham Bradford
Body Movies, Relational Architecture 6Rafael Lozano-Hemmer. Rotterdam. 2001.
Individual
specific
engagement
A participative storytelling platform manifested through
interactions of different nature
– though aesthetically coherent –
which come to the fore or recede to the back in
response to change on environmental conditions (e.g. audience size).
More than just
scalable
Dynamically
adaptable
Individual
specific
engagementGroup
specific
engagement
Group
specific
engagement
graceful
transitiongraceful
transition
Auras and halos, making collective energy visible
Sound and mist surrounding the interactive space
Screen
Interactive
zone
Water mist
Sound
speakers
People act differently when they are alone versus when
they are in a group EVALUATION APPREHENSION
Evolutionary approach based on user testing.
Regular test sessions: 3 to 5 users
Dry run to final exhibition: about 20 users
Final exhibition: 50 plus
Different sized
audiences
Tuning for
elasticity
V-shaped interaction
triangular-shaped interaction
INDIVIDUAL• Focused interaction flow
• Interaction WITH the work
CROWD• Socialize while immersed in the
experience
• Interaction THROUGH the work
Aesthetic aspects
connecting
the evolving interactive
scenarios
Connecting each two people in
the audience
Halos in an early prototype
Kinect
Virtual harp (audience plays it by moving around)
Ambient sound (always playing)
Falling regularly at the back of
the interaction zone
Individual
specific
engagement
Crowd specific engagement
Crowd specific engagement
Sound
Mist
Auras/Halos
Auras/Halos
Sound
Mist
Vivid Sydney Tumblr, after photo from christianocious on Flickr. (2011). Spinifex Group – Interactive Paint Projection.
Retrieved 19-Nov-2011 from
http://vividsydney.tumblr.com/page/4
O’Hara, K, Glancy, M, Robertshaw, S. (2008).
Understanding Collective Play in a Urban Screen Game.
Proceeding of ACM conference on Computer Supported
Cooperative Work CSCW 2008.
Lozano-Hemmer, R. (2001). Body Movies, Relational
Architecture 6. Retrieved 19-Nov-2011 from
http://www.lozano-hemmer.com/body_movies.php
Intel Research Laboratory @ Berkeley. (2002). Familiar
Stranger Project. Retrieved 19-Nov-2011 from
http://www.paulos.net/research/intel/familiarstranger/inde
x.htm