| DESIGN
PRACTICE - DISCUSSION
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I
can appreciate why the Communication Design course
finishes up with a focus on Tangible Media design,
as it incorporates aspects of all the disciplines
we have learnt throughout this course. These include
media creation and manipulation, psychology of design,
programming, project management and problem solving,
team dynamics, and even design and development of
physical tangible devices. For this reason it has
been a useful study to launch students towards developing
their individual design practice. Here I hope to
briefly discuss some of my own development within
that, and the emerging design practice within which
I am starting to operate. |
During
the subject of Tangible Media I have grown a much wider
appreciation for the breadth and scope of Human User
Interface development. The study of Hiroshi Ishii's
design philosophy along with other TUI researchers,
has led to a new interest in studying the natural ways
that humans relate physically and socially to their
environment in order to spot possible behaviors that
can be leveraged for computer input. Through the course
of the semester I have become increasingly more aware
and observant of these sorts of possibilities as they
present themselves in mundane circumstances! I remember
a key moment in tutorials when we were having a discourse
on the goal of tangible media, and it really clicked
that its all about changing the mindset from humans
adapting to technology, to embracing a design practice
of adapting technology to suit human physical and psychological
behavior. I've understood this at a basic level in the
past, but this unit has helped me to see the principal
in its fullness, and that was a foundational change
in thinking for me, and one which will no doubt effect
my design practice dramatically.
FOUNDATIONS
I also remember the day
I read Brygg
Ullmer and Hiroshi Ishii's article “Emerging Frameworks
for Tangible User Interfaces“. In it I found they
succinctly summed up 4 key aspects of Tangible Media,
and these aspects have really stuck with me and effected
my design approach since I read the article:
1. Physical representations are computationally
coupled to underlying digital information.
2. Physical representations embody mechanisms for interactive
control.
3. Physical representations are perceptually coupled
to actively mediated digital representations.
4. Physical state of tangibles embodies key aspects
of the digital state of a system.
(Ullmer Ishii, 2000)
SOCIAL TUIs
Out of the many case studies and examples that we examined,
I have become particularly interested in pursuing TUI's
that facilitating public social engagement and interaction,
using curious Tangible interfaces. As an example, a
new shopping center down the road has just opened, and
I’ve noticed it features a kids area with a top
down projected soccer field where you can kick a projected
soccer ball around to score goals against your opponent.
Kids and even young adults who normally would have no
engagement with other were coming together through the
facility of this TUI. Finally I was able to explain
to the friend I was with what we actually study at uni!
I can see massive potential for these public HCIs, particularly
as being an avenue by which the benefits of computing
can be applied more and more to the playful social side
of human life, rather than remaining for the most part
work-orientated, as it currently still is.
This
is the field of practice within TUIs that my design
practice has emerged within. In recent times this field
has evidenced itself most commonly within Japanese malls
and shopping centers, although it is slowly becoming
a sought after feature in public places. I really like
the idea of building provocative on location TUIs to
implicate strangers in shared experiences, thus breaking
down barriers and bringing people together. Particularly
if these shared experiences are able to reflect popular
cultural experiences, which can further reinforce similarities
between people and strengthen cultural expression. I
suspect community and government agencies would implement
this sort of product in high profile public places if
presented with some exciting prototypes.
SHARED EXPERIENCE
I am also interested in
embodied interaction and engagement coupled with impartation
of meaningful profound statements, as exemplified in
the Elastic Text concept. I feel if you can get a user
physically engaged with an object, when that object
then presents meaning to the user, an interesting transaction
or moment of realization can occur. Bringing multiple
users into this embodied experience can create shared
moments like these, which can bring people together
around common meaning.
SPIRITUAL
INTERACTION
Finally, because of my living faith in Jesus Christ,
my practice will go on to reflect themes of spiritual
interaction and experience. Having conducted an independent
QUT study in 2006 of interaction design within worship
environments, I am interested in expanding my TUI design
practice to this realm of spiritual expression and corporate
shared experience. In my prior study, I focused on all
the major sensory agents at work within traditional
and contemporary Christian worship environments, and
critiqued their effectiveness in engaging younger emerging
generations in shared experience; however I have not
yet explored the concept of computer mediated environments.
Although there is a great interested in the sacred and
in ancient symbolism, because of the way the new generations
tend to receive and express information, traditional
and modern worship expression must be reviewed. I am
interested in continuing to look at this, as I feel
computer mediated interfaces within worship environments
could offer some pretty cool possibilities. This means
of expression and shared experience could help a younger
generation, who are so seeking of a new spiritual expression
and so craving of a spiritual relationship with a Loving
God in the seeming absence of a loving world.
CONCLUSION
I hope this discussion has briefly outlined some key
developments in my design practice throughout the course
of this subject, and located it within the expanding
field of Tangible Media. I must say I have thoroughly
enjoyed studying this unit, and thank the staff for
their careful input into our development as practitioners
within this field.
~Steven Packer.
REFERENCES
Ullmer, B., Ishii, H. (2000). Emerging Frameworks for
Tangible User Interfaces IBM Systems Journal, Vol. 39,
No. 3/4, 2000. Retrieved September 14, 2007 from: http://alumni.media.mit.edu/~ullmer/papers/tui-millenium-chapter.pdf
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