sexta-feira, dezembro 26, 2003

Interaction Ivrea: About: Interaction Design

Interaction Ivrea: About: Interaction Design: "The Design Process at Interaction-Ivrea
1. Understand the users' experience...
...how they live, what they need and want...
2. Imagine new opportunities
with brainstorming, opportunity mapping...
3. 'Just-enough' prototyping:
models to reveal the quality of the experience.
(It's not enough to see that the technology works.)
4. Design solutions:
. what is the role of the product or service in people's lives?
. what is the right mental model for the user?
. what is the look and feel of the interaction?
. what are the technical issues to solve?
5. Craft the interactive experience...
...what people will see, hear and feel.
6. Present and test the outcome"

PROGETTO TELECOM ITALIA

PROGETTO TELECOM ITALIA: "The Institute's research programme spans the following areas:
Personal technologies - Analysis of how people use their perceptive senses and abilities as the starting point for planning technologies that are connected to or associated with the human body.
Connected communities - Planning new products and services that support people's aspirations to share knowledge and communicate their feelings.
Future services- Research into systems and services whose use involves multiple individuals, requiring the development of new technologies or the adaptation of existing technologies to the specific requisites of human society. "

PROGETTO TELECOM ITALIA

PROGETTO TELECOM ITALIA: "The IDII has ushered in a new discipline, Interaction Design, oriented towards educating future creators of new media and technology tools for communication, automation and everyday use.
This cutting-edge discipline blends aesthetics, culture, technology and the human sciences to define a cultural approach for studying different types of environment, system and object in their relationships with mankind, human culture and history. Interaction Design is first and foremost a forward-looking way of harnessing design methodology for the planning of new technological communication
services and applications that cater to people's needs in this new millennium, associating ever more effective, useful and pleasurable use experiences with products and services."

Interaction Ivrea: News: Press Materials: Press Releases: 2001: Mixed Realities

Interaction Ivrea: News: Press Materials: Press Releases: 2001: Mixed Realities: "MIXED REALITIES
Interacting with the real and the virtual
An exhibition of the summer research programme of Interaction Ivrea
The exhibition consists of eight projects, the result of a summer research programme by 20 professors and young interaction designers from around the world. The designers, who were selected this spring, range from Professor Franco La Cecla who has been doing an anthropological study of the use of mobile phones, to a team of artists looking into new ways of designing interactive spaces."

Interaction Ivrea: News: Press Materials: Press Releases: 2001: Mixed Realities

Interaction Ivrea: News: Press Materials: Press Releases: 2001: Mixed Realities: "Only madmen talk to themselves in the street...
(Erwin Goffman, Forme del parlare, 1975)"

Mixed Reality Laboratory at University of Nottingham

Mixed Reality Laboratory at University of Nottingham: "Mixed reality boundaries are a way of joining a physical and a synthetic space [Benford96, Benford99]. As such they can be used to construct a new kind of collaborative environment, supporting new forms of awareness and communication between the inhabitants of distributed spaces."

Mixed Reality Laboratory at University of Nottingham

Mixed Reality Laboratory at University of Nottingham: "Ethnomethodology is a unique field of sociological research devised by Harold Garfinkel in the 1960s. The field is concerned to understand the socially organized character of practical action and practical reasoning; with how the members of social settings, such as workplaces, homes, highways, etc., construct those settings in their material actions and make those actions and the settings they reflexively elaborate, reasonable, familiar, ordinary facts of social life (Garfinkel 1967). The practical orientation of Garfinkel’s work to the study of the ordinary facts of social life, or “objective social structures” in more complicated locution, saw the emergence of a distinct programme of research in the 1970s called “Ethnomethodological Studies of Work”. The programme was inspired by the late Harvey Sacks’ recognition that there was “a gap” in existing social science literatures which he called “the missing interactional what” of organizational studies (Garfinkel 1986; Sacks 1992)."

Wired News: On Your Mark, Get Set, Unwire!

Wired News: On Your Mark, Get Set, Unwire!: "Just look at Everquest. Social relationships drive tech games -- not dragons"

Wired News: On Your Mark, Get Set, Unwire!

Wired News: On Your Mark, Get Set, Unwire!: "How does Uncle Roy work?
Adams: It starts with 10 players on the street being asked a series of questions -- 'Would you be prepared to help a stranger if they were having a personal crisis? Would you give your phone number to someone, so they could contact you at any time for the next year if they need you to be there for them -- and in exchange, they'll be there for you?' "

Wired News: On Your Mark, Get Set, Unwire!

Wired News: On Your Mark, Get Set, Unwire!: "Blast Theory, a digital-arts group based in the United Kingdom that creates mobile multiplayer games that fuse wireless virtual space with real space.
The group began in 1991, producing multimedia happenings at the peak of the U.K. underground club scene. Raves then were countercultural, often illegal, and held in isolated locales. Since then, the group's tech-art experiences have moved from after-hours clubs to handheld devices -- and it currently is developing a TV pilot for BBC Interactive based on Blast Theory's award-winning game Can You See Me Now? "

Wired News: What Gamers Want: Year in Review

Wired News: What Gamers Want: Year in Review: "Will Wright, the legendary designer of SimCity and The Sims, made similar remarks earlier in the year as he surveyed the scene at E3, the industry trade show. 'The industry seems to be stuck in autopilot.' "

Wired News: What Gamers Want: Year in Review

Wired News: What Gamers Want: Year in Review: "'Games are seeping into all of these new areas and the broader culture,' MacDonald said. 'People are discovering new crossover potential with music, as they have with movies for a while now. And with celebrities starring in games, it seems like you can't have a major game now without voice-overs from at least one or two major celebrities.' "

segunda-feira, dezembro 22, 2003

Guardian Unlimited | Special reports | Weblog heaven

Guardian Unlimited | Special reports | Weblog heaven: "Weblog heaven

Jane Perrone hunts down the figures whose weblogs have caused the biggest stir both in and outside the blogosphere

Thursday December 18, 2003 "

sexta-feira, dezembro 05, 2003

Art Lab - Bournemouth Media School - David Gauntlett

Art Lab - Bournemouth Media School - David Gauntlett: "The Art Lab uses creative and artistic activities as research tools to gain an insight into people's relationships with contemporary media culture. Instead of just talking to people in interviews or focus groups, these approaches get participants doing things as a different way of getting inside their relationship to a particular topic. We talk to them about it too, of course."

terça-feira, dezembro 02, 2003

Marketplace - Canada's Investigative Consumer Program

Marketplace - Canada's Investigative Consumer Program: "Advertising veteran, Allan Middleton, teaches marketing at York University. He says neuromarketing is in its early stages — and he's mostly skeptical about it can do.
'Theoretically, if you could possibly not only understand how people respond in a laboratory
'If it works…you get to 1984 and Brave New World.' Marketing professor Allan Middleton
situation to a buying stimulus, then it will certainly help marketers forecast behavior. Well, if it works — which by the way I don't think it will — I mean, you get to 1984, and more importantly, Aldous Huxley's Brave New World.' "