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Friday, March 31, 2006![]() Assignment 1: Critique criteria and conclusion Apart from talking about the artist's intent and application, I did a critique of their work based on the following criteria: 1) Knowledge - Knowledge gained from interacting with exhibit or prior knowledge needed in order to understand it
To read finished essay, go to http://student.ci.qut.edu.au/~n4810546/kib210/kib210ass1.doc Wednesday, March 29, 2006![]() Assignment 1: Design Variations I presented my storyboards of my 2 design variations in Flash. Included in this Flash presentation is a video demonstration of my "Conductor" idea. After the opening title, it seems as though the flash animation has stopped. But it didn't. With the slow movement of the mouse, you will be able to unveil quotations on Interactivity. It is a relatively big file so download time would be long for those on dial up connections. Any problems viewing the prototype here? You can go to this link http://student.ci.qut.edu.au/~n4810546/kib210/design4.swf Friday, March 24, 2006![]() Assignment 1: So... Is Interactivity = "conversations" between audience and art?
chris crawford's expose on interactivity - fundamentals of interactivity Thursday, March 23, 2006![]() Reflection: What exactly is interactive art?
So I did some research and found some definitions of Interactive art. Wikipedia: Interactive art is a form of art that involves the spectator in some way. Interactive Art can be distinguished from Generative art, Electronic art, or Immersive art in that it is a dialog between the piece and the participant; specifically, the participant has "agency" (the ability to act upon) the piece and is furthermore invited to do so in the context of the piece, i.e. the piece has "affordance" or "affords" the interaction. Couey & Malloy (1993): Interactive art involves exchange between its originator, work, and participants. It often emphasizes communication, process, and the building of perceptual systems. Definition by fellow QUT student, Amy Robinson (2005): Interactive art is a piece of art intended for the spectator's direct participation (Turnerhouse, 2005). Interactive artists aim to positively encourage viewers to create their own narratives or associations with their interactive works (Rush, 1999, p.201). This can be achieved by letting observers walk in, on or around the art work (Art History Club, 2005). Other works include computers and sensors which respond to body reactions such as motion, or heat (Art History Club, 2005). Many pieces of Electronic art and Internet art are highly interactive. Some art works allow visitors to navigate through a hypertext environment online; some works are altered by textual or visual input from outside; and some allow the spectator to alter the course of a performance (Art History Club, 2005). Here are some useful links on interative art. - http://www.artcenter.edu/exhibit/digital/essay.html
Wednesday, March 22, 2006![]() Assignment 1: Definitions of Interactivity for essay
Interactivity is defined as an activity made to respond to the user and causes the user to respond back in a certain way (Barfied, 2004, pp.9). Barfield (2004, pp.9-10) suggests that interaction design is about paying attention to the design of the interactive aspects that the user perceives and communicates with. With other similar terms like interactive and interaction, debates on the exact definition of interactivity are still ongoing as its demands are still often misunderstood by designers. It's revolutionary. As Shedroff (2006) stated in his website, interaction could be defined as a response experience in which communication or conversation between two parties, the actor and reactor, are engaged in a mutually affecting experience. Experiencing interactivity is a reciprocating experience of participation between two parties which can now be created to involve a viewer's entire body and all senses; providing one with the ability to influence and to be influenced by their world (Ritter, D., 2005). So interaction should be explored as an intervention that expands the relationships among the audience, allowing them to create, change and intervene with events in a meaningful way (Marini, 2006). Interaction design allows us to understand how various experiences can be cultivated to "support the goals and messages of any communication" by creating rich, affecting and engaging experiences (Shedroff, 1994, pp.2, Shedroff, 2006). But it is no longer just about interaction design; it is about creating and manipulating experiences. Only with experiences can knowledge thrive and communication be considered effective. The development of interactivity consists of overlapping disciplines such as interaction, information, sensorial design and experience design. Shedroff (1994, pp.2) felt that different disciplines are significant because "they define the boundaries with which we can create and communicate". Sunday, March 19, 2006![]() Assignment 1: Brainstorming sketches ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Wednesday, March 15, 2006![]() Examples of Interactive art Links of interesting interactive art: Abigail Durrant Interactive Koi Pond Zachary Booth Simpson Nathanial Stern Camille Utterback David Rokeby Ken Rinaldo We-make-money-not-art Website with lots of interactive art Peter Broadwell's Plasm Strainings was one of the concepts featured in Musical Fields Forever that greatly intrigued me. Tuesday, March 14, 2006![]() Inspirations For the first project, I had to design two interative art installations and they had to be based on the same intent one of the 3 installations from ReActive I chose. So, to get my creative juices flowing, I thought that perhaps I could watch some movies that are based on human relationships with technology and interaction. Movies on the list are: Another way was to do research on existing Interactive art. Here are a number of books I borrowed of interactive art from the library: In these books where a huge number of exisiting interactive design projects done by artists all over the world. I started looking at other people's designs and maybe I could think of ideas which were inspired by their work. On the web I found examples of interaction design projects such as The Narcissist by Abigail Durrant. http://www.okeanos.org.uk/design/interaction/narc.html Her work was based on works by performance artists in the 1970s who explored how the artist can act as a mirror for their audience. Her idea was to create "an interactive fable for a performance artist" and it looks like a two page book but the little screens on these pages act as a mirror. Vanity Mirror explores how technology, especially video technology, can accentuate our own narcissistic tendencies. Wouldn't it be interesting if she had incorporated this idea into a story book. Maybe instead of reading the participants eye movement when grooming themselves, the book could project images with every page and a recording of a narrator telling a story. It could be turned into something like a hi tech children's audio book meets "mood ring". But the book projects the reader's emotions evoked by the story onto that image (e.g. sad part of the story, image would start to have blotches of blue emerging on the photo to indicate reader's sadness). _______________________________________________________ The sound of music... Being a huge music lover and ex musician, I know that I definately want a few designs to have something to do with sound or music. Considerations:
Monday, March 13, 2006![]() Assignment 1: Chosen exhibits for critique ![]() ![]() ![]() The place, the art, the people ReActive was an interactive exhibition that featured the creative installations of 8 Australian artists, ranging from digital media to game consoles. It was held at Queensland University of Technology's The Block from the 23rd of February to 25th March 2006. These interactive art pieces were designed to instigate active participation and involvement among its audience but still "allowing the audience choice and partial physical control" (Jones & Thomas, 2006). Jones and Thomas (2006) explained that the aim of the exhibition was to "differentiate the exhibition from popular culture marketing of interactivity" and accentuate the interplay of works with the human body and mind, evoking various and sometimes, specific desired responses among its audience. Saturday, March 11, 2006![]() Tutorial exercise: Definitions
Here are a few definitions which I found during that tutorial class. Wikipedia (2006) - Interactivity is similar to the degree of responsiveness and examined as a communication process in which each message is related to the previous message exchanged and to the relation of those messages to the messages preceeding them. Rafaeli (1988) - An expression of the extent that in a given series of communication exchanges, any third (or later) transmission (or messages) is related to the degree to which previous exchange referred to even earlier transmissions. This definition has problems as its too vague and is does not give a clear explanation to what interactivity neans.
The Guru It was during this class where I came to know about this man named Nathan Shedroff who is an Experience design guru. Here are is a useful link on interactivity There are heaps of stuff regarding interactivity and experience design at his website www.nathan.com He wrote heaps of articles relating back to Experience design and I foresee using quotations from him for the next few assignments. He has a book called Experience Design 1 in the library. I should borrow a copy and have a read. After going through the link on Interactivity, I was very surprised to find that according to Shedroff, the following are considered non interactive. I had always thought that they were. - Flash (and other forms of animated media) - CD-ROM - Interactive Television - Reading a Book (it's not all in your head) And the following are considered interactive: - Conversations - Most Storytelling - (Productivity) Applications - Building and Decorating a House - Games (of all kinds) So that would mean that Flash games are considered interactive but linear Flash animations are not. Friday, March 10, 2006![]() Assignment 4 This blog serves as a detailed documentation of activites and as a journal of my progression throughout the semester for KIB210 Design Studio 1. It would contain the following: 1) Generation of ideas for the various assignments 2) Brainstorming and rough sketches of ideas 3) Storyboards for ideas and prototypes 4) Generation of project managment report 5) Progression of low Fi prototypes 6) User testing and findings of low fi prototypes 7) Refinements and finalised hi fi prototype 8) Class exercises 9) Feedback and suggestions from fellow students 10) Critical incident analysis 11) Any other information or personal comments on interaction design
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