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Space, the Final Frontier: Designing Interactions Beyond the Screen

E4baf569e4cbf054d847d094da36e1d1?s=47 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.

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

E4baf569e4cbf054d847d094da36e1d1?s=128

John Ryan

February 06, 2017
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Transcript

  1. Space, the Final Frontier Designing Interactions Beyond the Screen John

    Ryan & Eric Mika, Local Projects
  2. How do we create seamless ‘interfaces’ between the digital and

    the physical?
  3. LOCAL PROJECTS 3 A JOURNEY INTO SPACE

  4. A JOURNEY INTO SPACE Local Projects 5 Chapters Takeaways The

    Future $% &'
  5. $% &'

  6. LOCAL PROJECTS 6

  7. LOCAL PROJECTS 7

  8. LOCAL PROJECTS 8

  9. None
  10. Technology in service of human stories and emotion.

  11. Our tools are trapped inside tiny rectangles. — Brett Victor

  12. None
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  18. Why space?

  19. LOCAL PROJECTS 19

  20. LOCAL PROJECTS 20

  21. None
  22. LOCAL PROJECTS 22

  23. Why space? Custom interactions at scale

  24. LOCAL PROJECTS 24

  25. LOCAL PROJECTS 25

  26. LOCAL PROJECTS 26

  27. LOCAL PROJECTS 27

  28. LOCAL PROJECTS 28

  29. LOCAL PROJECTS 29

  30. Why space? Custom interactions at scale Shared experiences

  31. LOCAL PROJECTS 31 Dragan Ilic

  32. The environment is part of our cognitive system

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

    lean slightly back
 when thinking about the past.
  34. Why space? Custom interactions at scale Shared experiences Embodied cognition

  35. A JOURNEY INTO SPACE

  36. I. ADDING CONTEXT II. INTERACTION BEYOND SCREENS III. TANGIBLE INTERACTIONS

    IV. IMMERSIVE ENVIRONMENTS V. PROTOTYPE & POSSIBILITIES
  37. CHAPTER I ADDING CONTEXT

  38. None
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  41. LOCAL PROJECTS 41

  42. None
  43. LOCAL PROJECTS 43

  44. Tech Museum: Body Metrics CHAPTER I — ADDING CONTEXT

  45. None
  46. Spatialize data flow across devices

  47. CHAPTER II INTERACTION
 BEYOND SCREENS

  48. None
  49. None
  50. INTERACTION SCREEN USER INTERFACE ✋

  51. INTERACTION SCREEN USER INTERFACE ✋

  52. Cleveland Museum of Art CHAPTER II — INTERACTION BEYOND SCREENS

  53. None
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  55. None
  56. Leverage how we already interact

  57. ARoS Aarhus Art Museum CHAPTER II — INTERACTION BEYOND SCREENS

  58. LOCAL PROJECTS 58

  59. Reveal the perceptual process

  60. One World Observatory CHAPTER II — INTERACTION BEYOND SCREENS

  61. None
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  63. LOCAL PROJECTS 63

  64. Align feedback with locus of interaction

  65. CHAPTER III TANGIBLE INTERACTIONS

  66. SCREEN USER INTERFACE ✋ INTERACTION

  67. INTERACTION USER INTERFACE ✋ SCREEN

  68. Cooper Hewitt National Design Museum CHAPTER III — TANGIBLE INTERACTIONS

  69. None
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  75. Atoms are cheaper than ever

  76. Tech Museum: Synthetic Biology CHAPTER III — TANGIBLE INTERACTIONS

  77. LOCAL PROJECTS 77

  78. LOCAL PROJECTS 78

  79. None
  80. LOCAL PROJECTS 80

  81. None
  82. LOCAL PROJECTS 82

  83. Synchronicity and mirroring between tangible objects and digital world

  84. Balance complexity with forgiveness

  85. Skeuomorphic Cycle

  86. LOCAL PROJECTS 87 Gabriele Meldaikyte

  87. LOCAL PROJECTS 88

  88. CHAPTER IV INTERACTIVE ENVIRONMENTS

  89. INTERACTION USER INTERFACE ✋ SCREEN

  90. Cooper Hewitt Immersion Room CHAPTER IV — INTERACTIVE ENVIRONMENTS

  91. None
  92. Leverage small gestures for big payoff

  93. Target Open House CHAPTER IV — INTERACTIVE ENVIRONMENTS

  94. None
  95. Stories help us understand complex systems

  96. REAL SPACE DIGITAL SPACE

  97. CHAPTER V PROTOTYPES & POSSIBILITIES COLLAPSING REAL SPACE & DIGITAL

    SPACE
  98. Technologies Spatial Tracking

  99. LOCAL PROJECTS 101 Pozyx Indoor Positioning

  100. LOCAL PROJECTS 102

  101. FAITH & LIBERTY DISCOVERY CENTER | LOCAL PROJECTS 103 Change

  102. • Reimplement & reinterpret physics • Spatially-relative interactions

  103. Technologies Spatial Tracking Augmented Reality

  104. LOCAL PROJECTS 106

  105. LOCAL PROJECTS 107

  106. • Gaze-reactive environments • Google Maps down to the millimeter

    • Personalized real-world layer
  107. Technologies Spatial Tracking Augmented Reality Artificial Intelligence

  108. LOCAL PROJECTS 110

  109. Bodymetrics

  110. 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
  111. LOCAL PROJECTS 113

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  113. LOCAL PROJECTS 115

  114. • Dynamically learned spaces • Metadata of the mundane •

    Intuitively blending inputs
  115. None
  116. None
  117. I. ADDING CONTEXT II. INTERACTION BEYOND SCREENS III. TANGIBLE INTERACTIONS

    IV. IMMERSIVE ENVIRONMENTS V. PROTOTYPE & POSSIBILITIES
  118. Boldly Go

  119. Thank You John Ryan — @johndryan Eric Mika — @kitschpatrol

    www.localprojects.com
  120. 00 QUESTIONS? COMMENTS?