onsdag 24. oktober 2007
mandag 22. oktober 2007
NRK 3 Student project
Introduced by Cecilie Lyng, Visual brand manager, NRK
This week we will make a 8 second movie to identify the NRK 3 brand (Idents). If the Idents are of good enough quality some might be acquired by NRK and broadcasted on NRK3. The demography of NRK 3 is 15-40.
"Usett/Urørt/Du" - Guidelines for the NRK 3 content.
Values:
This week we will make a 8 second movie to identify the NRK 3 brand (Idents). If the Idents are of good enough quality some might be acquired by NRK and broadcasted on NRK3. The demography of NRK 3 is 15-40.
"Usett/Urørt/Du" - Guidelines for the NRK 3 content.
- Free ideas
- Unsencored
- Keyword: An Open mind and accept.
Values:
- Humor
- Thoughtprovoking
- Poetic
- Raw
- Now
- I've been there, I'mgoing there, I'm there.
Deliver in 16:9 (1024x576).
Links:
micropunta.it (MTV idents)
torsdag 18. oktober 2007
gramazio & kohler
http://www.gramaziokohler.com/
Guest lecture at AHO - presenting works
(My comments in brackets)
mTable
A table that can be designed on a cellphone. It touches the interface between the customer and the architect. (Interaction design!) You set points on the table surface to make depressions that are milled out at their workshop. It is sent to server as a short code. (Who will actually buy a customized table through a cellphone? The feeling of the final table is not at all communicated). It is made so that the user actually can make the table useless, ie. with holes in the main surface. (Not perfect .. but they should get props for actually making this). The end result generates uncertainty with the customer who asks them G&K about what their thoughts of the table is.
Interference Cube
The Cube has an ornament that is generated by a code they have programmed. They have extracted a virtual 3d pattern using a boolean intersection with a cube that is milled on the insde of the cube. (It is cool that they have done this, and made it, but the pattern is so basic (intersecting waves), they should have used the possibillities in generative code and stretched their visual apearance a lot) They seemed supprised that people touched the surface (wich is obvious as the pattern is 3d and i imagine a nice tactile experience).
sWish*
A black box for exhibitions. Standard built but 1st floor is sprayed with PUR to create an elastic coating so that all meetings between materials are hidden, creating a homogenus surface. (Looks cool, nearly military, like a stealth ship).
The second floor ceiling has the same interference wave pattern (as the IC, mentionaed above) drilled into the ceiling. To avoid a standard accoustic solution. The cost was an issue here so the they mappe dwhere the money went, and they found that it was translating their drawings into machine code that took the major money, so they tranlated the code themselves. (As they say; some knowledge of programming is useful for even architects) Empowering the architect!
"The world largest timepiece"
... Bahnhofstrasse Zürich: The installation runs the length of the street that hangs in the centerline of the street. It consits of lightribbons hanging down from a wire. (Quite impressive! Must be facinating to watch!) It evolves over time.
The light elements are produced as fiberglass (tech: filament winding) tubes (7 m long and quite rugged) with individually controlled lightstrips inside; LEDs on a smaller tube. How to design 320 houres visuals (Over christmas) for the piece--> programming. It has a visual that evolves over the entire period of Christmas (it must be very cool to see in real life as it is already cool on the video. But it seems to me that they could have evolved their visuals even more) This is a debate over the colour of the installation since it only white and some thinks that is not very Christmasy.
D
FAB
ARCH
Industrial robot that makes customized brick walls. They got a lot of money to buy machines, but they feel it is more about the concept and not the machines, but they eventually bought a industrial robot to get maximum flexibility and openness in projects. Interesting features: #1: Generic, i.e. not for a single task ( it comes without a tool). They design their own end effectors (tools) for the robot.
#2: The thing is huge, the reach is 3 meters, and the possibilities for 1:1 building parts made with the robot. (Very cool , the possibilities are endless).
(They touch upon this themselves, having only a big picture embedded in the wall is not so interesting. They should rather focus on what kind of effects they could achieve using various patterns that reflect and manipulate the actual building or surroundings rather than presenting an image.)
(To sum it up, their work is very interesting seen from a industrial/interaction design viewpoint. A constant challenge with all kinds of rapid manufacturing, is how to make it practical for actual production. They are at the front of development, and it is not too difficult to imagine the scaffolding at future construction sites crawl with robots doing customized bricklaying or milling right at the site!).
Guest lecture at AHO - presenting works
(My comments in brackets)
mTable
A table that can be designed on a cellphone. It touches the interface between the customer and the architect. (Interaction design!) You set points on the table surface to make depressions that are milled out at their workshop. It is sent to server as a short code. (Who will actually buy a customized table through a cellphone? The feeling of the final table is not at all communicated). It is made so that the user actually can make the table useless, ie. with holes in the main surface. (Not perfect .. but they should get props for actually making this). The end result generates uncertainty with the customer who asks them G&K about what their thoughts of the table is.
Interference Cube
The Cube has an ornament that is generated by a code they have programmed. They have extracted a virtual 3d pattern using a boolean intersection with a cube that is milled on the insde of the cube. (It is cool that they have done this, and made it, but the pattern is so basic (intersecting waves), they should have used the possibillities in generative code and stretched their visual apearance a lot) They seemed supprised that people touched the surface (wich is obvious as the pattern is 3d and i imagine a nice tactile experience).
sWish*
A black box for exhibitions. Standard built but 1st floor is sprayed with PUR to create an elastic coating so that all meetings between materials are hidden, creating a homogenus surface. (Looks cool, nearly military, like a stealth ship).
The second floor ceiling has the same interference wave pattern (as the IC, mentionaed above) drilled into the ceiling. To avoid a standard accoustic solution. The cost was an issue here so the they mappe dwhere the money went, and they found that it was translating their drawings into machine code that took the major money, so they tranlated the code themselves. (As they say; some knowledge of programming is useful for even architects) Empowering the architect!
"The world largest timepiece"
... Bahnhofstrasse Zürich: The installation runs the length of the street that hangs in the centerline of the street. It consits of lightribbons hanging down from a wire. (Quite impressive! Must be facinating to watch!) It evolves over time.
The light elements are produced as fiberglass (tech: filament winding) tubes (7 m long and quite rugged) with individually controlled lightstrips inside; LEDs on a smaller tube. How to design 320 houres visuals (Over christmas) for the piece--> programming. It has a visual that evolves over the entire period of Christmas (it must be very cool to see in real life as it is already cool on the video. But it seems to me that they could have evolved their visuals even more) This is a debate over the colour of the installation since it only white and some thinks that is not very Christmasy.
D
FAB
ARCH
Industrial robot that makes customized brick walls. They got a lot of money to buy machines, but they feel it is more about the concept and not the machines, but they eventually bought a industrial robot to get maximum flexibility and openness in projects. Interesting features: #1: Generic, i.e. not for a single task ( it comes without a tool). They design their own end effectors (tools) for the robot.
#2: The thing is huge, the reach is 3 meters, and the possibilities for 1:1 building parts made with the robot. (Very cool , the possibilities are endless).
(They touch upon this themselves, having only a big picture embedded in the wall is not so interesting. They should rather focus on what kind of effects they could achieve using various patterns that reflect and manipulate the actual building or surroundings rather than presenting an image.)
(To sum it up, their work is very interesting seen from a industrial/interaction design viewpoint. A constant challenge with all kinds of rapid manufacturing, is how to make it practical for actual production. They are at the front of development, and it is not too difficult to imagine the scaffolding at future construction sites crawl with robots doing customized bricklaying or milling right at the site!).
mandag 15. oktober 2007
Week 42: Storytelling - Lectures 2
Lecture by:Knut Sverre and Karl Petter Knutsen, Virtual garden
Interaktiv film
Going from passive viewing to active interaction on the internet. The user crave for participation. (Do they?).
The history of IA Film goes back to ealry 1900 with show of hands to change the end of a movie. Thecnology has made interactive film possible today, but even as late as 2001 real interactivity in film was not possible (or not easy at least).
Classic storytelling comapred to interactive storytelling. A training as a classic direcor has huge advantages when doing interactive projects, compared to non trained interactive producers. Then one have the knowledge to shape the story so it fits the message and the audience. And it's important to convey the story in a interesting and entertaining way so the users keep watching. To engage people the only valid and effective method is to use emotions. That point is exemplified by how religions are using effects (incence, warm light, music etc.) to make people more likely to believe.
Ways of interactive storytelling:
Parallel - Same story with choice of camera angles.
Mutlipath - The story varies and evolve by users choices.
Multimodal - Virtual garden are working his way. The same story goes through a varity of medias.
Topographics - The sotries are not connected, but the user can choose where to watch.
Algorithmic - WoW etc. User input varies the output to each user.
"Nodal" - The most interactive model. User freedom is percieved, not actual total freedom.
"Nodal" storytelling: "Sette grenser":
How to dramatize 10Gb of research on youth and alcohol. Using Characters, storyline and script the story and research are presented to the public. The story is told by multiple choices, but even 3 choices at each junction will give 81 possible stories in 4 steps. So the breakdown of the story is important. The soloution is to make answers to the users quiestions, but tie it together with one main storyline that is common for all possible storylines. So each story answer is followed up by the common movie. Actually the story seems to work quite well, sadly the public version is down right now (mabe it is on www.screenplay.no/develop/alko_demo/).
i can't seem to see the different between this and a mashup of multipath and parallel storytelling, but they call it "nodal".
Examples of interactive film:
www.discovernorway.no
saab - "move your mind" campaign.
www.screenplay.no/develop/alko_demo/
www.beonlineb.com/click_around.html
www.freia.no ("Jeg fant jeg fant" kampanjen) - It's very well visited. 2500 users each day and even people playing 1-2 hours every day.
Interaktiv film
Going from passive viewing to active interaction on the internet. The user crave for participation. (Do they?).
The history of IA Film goes back to ealry 1900 with show of hands to change the end of a movie. Thecnology has made interactive film possible today, but even as late as 2001 real interactivity in film was not possible (or not easy at least).
Classic storytelling comapred to interactive storytelling. A training as a classic direcor has huge advantages when doing interactive projects, compared to non trained interactive producers. Then one have the knowledge to shape the story so it fits the message and the audience. And it's important to convey the story in a interesting and entertaining way so the users keep watching. To engage people the only valid and effective method is to use emotions. That point is exemplified by how religions are using effects (incence, warm light, music etc.) to make people more likely to believe.
Ways of interactive storytelling:
Parallel - Same story with choice of camera angles.
Mutlipath - The story varies and evolve by users choices.
Multimodal - Virtual garden are working his way. The same story goes through a varity of medias.
Topographics - The sotries are not connected, but the user can choose where to watch.
Algorithmic - WoW etc. User input varies the output to each user.
"Nodal" - The most interactive model. User freedom is percieved, not actual total freedom.
"Nodal" storytelling: "Sette grenser":
How to dramatize 10Gb of research on youth and alcohol. Using Characters, storyline and script the story and research are presented to the public. The story is told by multiple choices, but even 3 choices at each junction will give 81 possible stories in 4 steps. So the breakdown of the story is important. The soloution is to make answers to the users quiestions, but tie it together with one main storyline that is common for all possible storylines. So each story answer is followed up by the common movie. Actually the story seems to work quite well, sadly the public version is down right now (mabe it is on www.screenplay.no/develop/alko_demo/).
i can't seem to see the different between this and a mashup of multipath and parallel storytelling, but they call it "nodal".
Examples of interactive film:
www.discovernorway.no
saab - "move your mind" campaign.
www.screenplay.no/develop/alko_demo/
www.beonlineb.com/click_around.html
www.freia.no ("Jeg fant jeg fant" kampanjen) - It's very well visited. 2500 users each day and even people playing 1-2 hours every day.
Week 42: Storytelling - Lectures
Introduction by Baard Enoksen
Teacher at NKF. Background in Film and TV.
People wanting to work with storytelling are a diverse group (Movies, Advertisement, Motiongraphics ..).
A way of using storytelling is to make people rembemeber routines. Just listing tasks on a sheet is a waste. The use of storytelling can put some drama and imagination into really boring stuff and make it easier to remeber.
In learning history the use of RPG like games has been tried to let people live like "Samer" to learn the history and their traditional way of life. But the pitfall is the expectations the kids would have coming into the game with experience from games like "World of Warcraft". And the authenticity is important to keep so that the "Samene" can feel at home as well. The game is called Siida. As for storytelling it is a struggel to keep people in the story when people can do what they want to. It is solved buy using the facts form history and their way of life to restrict the freedom of the user. (Need food, need shelter, need for social life etc.)
An interactive crime story ("Mordkommisjonen")
He wrote a basic story that felt boring, but adding some graphics, interactive ways of advancing the story, it became alive.
Our goal for this week is "Practical Storytelling". Solving storytelling problems. Can all of us tell a story? Everyone has read stories form childhood, we know the language very vell. But can that be converted to storytelling in practice? Most of us are not used to tell or write stories.
The language of Film is the dominant language of storytelling in our days. It is used in news, film, tv, books, games etc. And that restricts, at least the mainstream, productions to this language. My question is then, what are other ways of storytelling? Do they have names? How are they structured? I realize i want to learn more!
The focus for this week: Perception, Character and storyline.
Next week we will start working on idents for NRK3.
Teacher at NKF. Background in Film and TV.
People wanting to work with storytelling are a diverse group (Movies, Advertisement, Motiongraphics ..).
A way of using storytelling is to make people rembemeber routines. Just listing tasks on a sheet is a waste. The use of storytelling can put some drama and imagination into really boring stuff and make it easier to remeber.
In learning history the use of RPG like games has been tried to let people live like "Samer" to learn the history and their traditional way of life. But the pitfall is the expectations the kids would have coming into the game with experience from games like "World of Warcraft". And the authenticity is important to keep so that the "Samene" can feel at home as well. The game is called Siida. As for storytelling it is a struggel to keep people in the story when people can do what they want to. It is solved buy using the facts form history and their way of life to restrict the freedom of the user. (Need food, need shelter, need for social life etc.)
An interactive crime story ("Mordkommisjonen")
He wrote a basic story that felt boring, but adding some graphics, interactive ways of advancing the story, it became alive.
Our goal for this week is "Practical Storytelling". Solving storytelling problems. Can all of us tell a story? Everyone has read stories form childhood, we know the language very vell. But can that be converted to storytelling in practice? Most of us are not used to tell or write stories.
The language of Film is the dominant language of storytelling in our days. It is used in news, film, tv, books, games etc. And that restricts, at least the mainstream, productions to this language. My question is then, what are other ways of storytelling? Do they have names? How are they structured? I realize i want to learn more!
The focus for this week: Perception, Character and storyline.
Next week we will start working on idents for NRK3.
tirsdag 2. oktober 2007
Nina Mellbye - presentasjon av arbeider
http://www.mellbyedesign.no/ Ny nettside med egne arbeider. Bygget for å vise arbeider, ikke webdesign. Horisonal rulle, nye arbeider til venstre, gamle mot høyre.
Profil - forlagssentralen
Profil-Rikskonsertene
Ideer til logo fra lydbølger, Initsialer, musikknøkler, men de ville ikke ha elementer fra denne type symboler.
mandag 1. oktober 2007
Research in practice
Lecturer Synne Skjulstad - Intermedia
(Medieviter fra UiO, Ph.D. i medievitenskap med fokus på webdesign.Worked on several intermedia projects.)
How does research affect you as an interaction designer.
Usability
(Ref. Donald Norman "design of everyday things", Jacob Nielsen "Designing web-usability")
The research domain is human computer interaction (HCI). A quote from J. Nielsen says there are two approachees to designing for web; Artstic expressionism and Engineering solutions. But i think this is a bit narrow minded. He believes the only good design is an easy way of doing useful tasks. Then, what is a useful task? The knowlege of when usability is the primary goal, and when it is not, is very imortant to have.
Usability alone is limited in fully concieving of interaction design.
Experience
Giving the user an experience is as important as the actual usability of the design. But an important note is: What are providing the experience? How does the artifacts you design give the user an experience. The experience is an inderect result of the product. And often it is the experience and not the product it self that is discussed afterwards.
Thoughtful Interaction Design
(Book: Löfgren & Stolterman: thoughtful interaction design)
"Pliability" contributes to an highly involved process of exploration? (Weak explanation).
Communication design
perspective: a holistic view. Interaction Design as integral to designing artefacts for mediated communication. Industrial Design and Interaction Design should, in other words, be integrated when developing new products and services. Interaction Design can have the role of seeing how artefacts communicate to the world as a whole.
How to look at concepts in practice:
Where do you stand when presenting own projects? What is your focus?
Description of object?
How does it work and communicate?
Whats the experience -intended and percieved?
Why did they get that experience?
What made the artefact give that experience?
I think the two last points is the most interesting ones. Be clear on where you stand. Know and disagree with other reasearch in your field. How to apply concepts from theories in your practice. And be sure you actually know fields of researchs before using their terms (i.e. somebody just threw "visual grammar" on a poster as a concept. But there was no explanation of what it meant.).
So where to look for what Interaction Design is? Is it Art, Technology, Media, Design? Find out, and make it clear for yourself what you stand for as an interaction designer. It is a new field so we can shape it with clear viewpoints and perspectives.
(Medieviter fra UiO, Ph.D. i medievitenskap med fokus på webdesign.Worked on several intermedia projects.)
How does research affect you as an interaction designer.
Usability
(Ref. Donald Norman "design of everyday things", Jacob Nielsen "Designing web-usability")
The research domain is human computer interaction (HCI). A quote from J. Nielsen says there are two approachees to designing for web; Artstic expressionism and Engineering solutions. But i think this is a bit narrow minded. He believes the only good design is an easy way of doing useful tasks. Then, what is a useful task? The knowlege of when usability is the primary goal, and when it is not, is very imortant to have.
Usability alone is limited in fully concieving of interaction design.
Experience
Giving the user an experience is as important as the actual usability of the design. But an important note is: What are providing the experience? How does the artifacts you design give the user an experience. The experience is an inderect result of the product. And often it is the experience and not the product it self that is discussed afterwards.
Thoughtful Interaction Design
(Book: Löfgren & Stolterman: thoughtful interaction design)
"Pliability" contributes to an highly involved process of exploration? (Weak explanation).
Communication design
perspective: a holistic view. Interaction Design as integral to designing artefacts for mediated communication. Industrial Design and Interaction Design should, in other words, be integrated when developing new products and services. Interaction Design can have the role of seeing how artefacts communicate to the world as a whole.
How to look at concepts in practice:
Where do you stand when presenting own projects? What is your focus?
I think the two last points is the most interesting ones. Be clear on where you stand. Know and disagree with other reasearch in your field. How to apply concepts from theories in your practice. And be sure you actually know fields of researchs before using their terms (i.e. somebody just threw "visual grammar" on a poster as a concept. But there was no explanation of what it meant.).
So where to look for what Interaction Design is? Is it Art, Technology, Media, Design? Find out, and make it clear for yourself what you stand for as an interaction designer. It is a new field so we can shape it with clear viewpoints and perspectives.
Digital Narrative
Lecturer A. Morrison
.. from Zimbabve to Hyper Text in 1992 ..
He has worked on narratives for CD rom's with the inherit space restrictions with that media. The selection of narrative pieces is very important when having severe space restrictions and still be able to tell the story that are being told.
The viewpoint of the storyteller is hugely influetial on how the story is recieved.
His main interest is in fiction. He even wrights fiction. But along came a program called "Story Space". A tool to link blocks of text together and move text around. It also had sorytelling functions like you have to read something to reveal some other aspect of the story. In the 90's the term "hyper fiction" was coined. ("Afternoon" 1992 is the most famous) (B.S.Johnson did it in the 50's)
How do you engage people to stay in your fictional story?
He made a story that the reader had to connect. The fictional character asks the reader to resolve his case. So mentally you connect the pieces and then discover the plot. The link to interaction design is that you need an interface for both the character and the reader "user" to connect the story with the reader.
Grand Text Auto is a very extensive blog about narratives. They have a heavy literary background. Use their resources section to explore this field.
Gill Walker - Gill text- on interactive narratives.
--> Current procject:
Collaborative Narrative. Aim, to produce a joint expression of peoples identities. "Narra Hand" walking in space creating, telling, reading and commenting a story. Using a city to make and tell a story. The group uses "GPS Phones" to gather narrative elements connected to the space the story is unfolding in. This should be ideal for crime stories.
The goal for this project is to make a tool for making collaborative stories, not necessary making the story a good one.
.. from Zimbabve to Hyper Text in 1992 ..
He has worked on narratives for CD rom's with the inherit space restrictions with that media. The selection of narrative pieces is very important when having severe space restrictions and still be able to tell the story that are being told.
The viewpoint of the storyteller is hugely influetial on how the story is recieved.
His main interest is in fiction. He even wrights fiction. But along came a program called "Story Space". A tool to link blocks of text together and move text around. It also had sorytelling functions like you have to read something to reveal some other aspect of the story. In the 90's the term "hyper fiction" was coined. ("Afternoon" 1992 is the most famous) (B.S.Johnson did it in the 50's)
How do you engage people to stay in your fictional story?
He made a story that the reader had to connect. The fictional character asks the reader to resolve his case. So mentally you connect the pieces and then discover the plot. The link to interaction design is that you need an interface for both the character and the reader "user" to connect the story with the reader.
Grand Text Auto is a very extensive blog about narratives. They have a heavy literary background. Use their resources section to explore this field.
Gill Walker - Gill text- on interactive narratives.
--> Current procject:
Collaborative Narrative. Aim, to produce a joint expression of peoples identities. "Narra Hand" walking in space creating, telling, reading and commenting a story. Using a city to make and tell a story. The group uses "GPS Phones" to gather narrative elements connected to the space the story is unfolding in. This should be ideal for crime stories.
The goal for this project is to make a tool for making collaborative stories, not necessary making the story a good one.
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