Upgrade to Pro — share decks privately, control downloads, hide ads and more …

Space, the Final Frontier: Designing Interactions Beyond the Screen

John Ryan
February 06, 2017

Space, the Final Frontier: Designing Interactions Beyond the Screen

How can ‘real’ space pull its interactive weight in the era of ubiquitous mobile computing?

Local Projects is an interactive design studio whose work has been bleeding off screens (and between disciplines) into objects and architecture during the past few years: houses that come to life with the story of their inhabitants, augmented-reality characters who guide you around museums, and physical DNA building blocks that children can use to create new lifeforms.

Eric and John, who lead technical and design teams at the studio, will share some challenges, triumphs, and insights into embedding interactions in physical systems:

— Examining the ‘skeuomorphic-cycle’: How physical affordances inspired digital paradigms which are now feeding back into physical interactions.
— Exploring new boundaries: How do we create seamless ‘interfaces’ between the digital and the physical?
— Identifying opportunities: What new experiences are possible as devices become increasingly spatially-aware, and sense a user’s presence, state, or emotion?

Logistically, creating these kinds of interactions — even in low quantities — is easier and cheaper than it has ever been, but the freedom this entails amplifies design challenges. This talk equips you with some approaches and paradigms as you step into this exciting new realm for interaction design.

- - - - - - -

Presented with Eric Mika at Interaction17, NYC: http://interaction17.ixda.org/session/space-final-frontier-designing-interactions-beyond-screen/

John Ryan

February 06, 2017
Tweet

More Decks by John Ryan

Other Decks in Design

Transcript

  1. People lean slightly forward while thinking about the future. People

    lean slightly back
 when thinking about the past.
  2. I. ADDING CONTEXT II. INTERACTION BEYOND SCREENS III. TANGIBLE INTERACTIONS

    IV. IMMERSIVE ENVIRONMENTS V. PROTOTYPE & POSSIBILITIES
  3. EEG Headset Wide-area RFID Readers Brain Activity Location Muscle Activity

    Motion Images Sounds Heartrate Sensors Raw Data Semantic Extractions iPod Touch & RFID Tag Exhibit Interactive RFID Reader EXG Sensor Heart Rate Sensor Inferences Skin Resistance Interest Congeniality Buzz Energy Level Posture Mood Engagement Learning Focus Excitement Drowsiness Metabolism Gregariousness Popularity Attraction Anxiety Bustle Tonality Pace Restlessness Agitation Utterances Nearby Face Emotions Anger, Contempt, Disgust, Joy, Fear, Negative, Neutral, Positive, Sadness, Surprise, Confusion, Frustration Average Color Volume Level Step Counts Average Brightness Nearby Faces Seen Pitch Level Brainwave Levels "Attention", "Meditation", Alpha, theta, etc. Orientation Blinks Caloric Burn Latest interaction Location in Museum Tension Stress Exertion Distance from others Acceleration LOCAL PROJECTS 112
  4. I. ADDING CONTEXT II. INTERACTION BEYOND SCREENS III. TANGIBLE INTERACTIONS

    IV. IMMERSIVE ENVIRONMENTS V. PROTOTYPE & POSSIBILITIES