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Arti e culture digitali
                 Scenari di comunicazione 
                  interattiva esperienziale


Maggio 2008
Short Profile
Fondatore e Experience designer (Vianet)
-  MTV, Playstation, Nintendo, Sony, Uip
Consulente Commissione Europea
- Progetti Media e ICT
Roadmap
Lezione 1. Scenari di comunicazione interattiva esperienziale
    1.    Arti e culture digitali: un modello
    2.    Tendenze tecnologiche
    3.    Alcuni esempi 
    4.    Scenari di lungo periodo e weak signals


Lezione 2. Experience design nelle sue dimensioni di marketing,
    estetiche e operative
    1.    Experience design: una definizione
    2.    Marketing esperienziale 
    3.    Strategie di design
    4.    Estetiche dellʼesperienza
1. Arti e culture digitali: un modello
Modello esperienziale

       Social and
     cultural setting
   Perceptual experience


                         Emotional experience
      Digital 
         User
                                                  Interface
                         Cognitive experience


                         Symbolic experience


                         Pragmatic experience
2. Tendenze tecnologiche
Linee di sviluppo tecnologiche 1/2
•  Diffusione e enhancement delle superfici interattive: 
    –  migliore risoluzione
    –  pellicole digitali
    –  proiezioni olografiche 
    –  videoproiezioni da devices miniaturizzati
•  Diffusione infrastrutture tecnologiche light:
    –  Broadband
    –  Wireless
    –  Location-based services
    –  Tecnologie consumer di broad/narrowcasting
    –  > Viral communicaton
Linee di sviluppo tecnologiche 2/2
•  Sistemi di calcolo evoluti e miniaturizzati
•  Interoperabilità piattaforme e linguaggi
•  Sensori evoluti:
     –  Audio
     –  Video
     –  RFID / LBT
     –  Biometrici
     –  …
•  Attuatori evoluti:
     –  Interfacce interattive multimodali
     –  Sistemi fisici robotizzati
     –  Generatori polisensoriali e sinestetici 
•  Consumer-generated media
Techno-business concepts
•  Marketing delle esperienze
•  On demand lifestyle: Technology and connectivity leads to “on demand”
•  Customer has been sucked into the production processor value chain
•  New business models, towards increased customer/user knowledge and
interactivity 
    –  Do-it-yourself: ConsumActor
    –  Co-design: TransformActor
    –  Co-creation: InnovActor
•  Supply-Chain management, CRM-oriented
•  Creative commons license
•  Peopleʼs driven experiences
•  Long-tail 
    –  An Amazon employee described the Long Tail as follows: “We sold more books today that didn’t sell at all
    yesterday than we sold today of all the books that did sell yesterday.”
3. Alcuni esempi
Skins
“Architecture is no longer simply the play of masses in light. 

 It now embraces the play of digital information in space.”
Dario Buzzini, Not so white wall (2004)
RGA, Reuters Digital Sign, NY (2004)
Sony, Digital display prototype (2007)
MIT, Digital Water Pavillion, EXPO 2008, Zaragoza (2008)
Philips, Skin Probes / Dresses (2007)
Philips, Skin Probes / Tattoo (2007)
Dual architecture
Dual architecture shows displays of virtual environments, characters and interactive
                 games, which can be played in real environments.
Jung von Matt & Next, www.seite1girl.de , Berlin (2006)
Iconnicholson.com (2008)
Remote controls
“Mobile phones as remote control of our lives” (Bruce Sterling)
ITP Students, Awaire, NY (2004)
MIT / IDEO, Wearables (1999)
Object-based media & natural interaction
Kelly Dobson, Blendie (2003-2004)
Alessandro Valli, Sensitive Wall (2007)
Ranjit Makkuni, Ethernal Gandhi Museum, New Delhi (2007)
Bruce Sterling, Spimes (2004)
Ben Waber, Smart Badges Track Human Behavior, Tokyo (2008)
Byob 1 


         BYOB                  
         Build Your Own Bag



What is a conversation like between a
handbag and a scarf? How can 
you mediate their conversation and when is
your skirt allowed in on the 
discussion? As a woman is about to leave her
house, her handbag may 
solicit the weather forecast from the humidity
sensor on its fellow smart 
curtain. It might deliver the news of an
impending downpour by saying 
ʻI think it might rain. Go get your umbrella.”
And after deliberating 
with her coat pocket, the handbag may use
ambient light to caution the 
user if sheʼs forgotten her cell phone.
Byob 2
Bots

“Children of our minds”
Takanori Shibata, Paro (1992-ongoing)
MIT CSAIL Humanoid Robotics Lab, Domo (2007)
Out of the screen
Thermoplastic printers and extreme modding (2008)
ATM for books (2008)
Macrotrend 1/2
•  Physical computing (in the broadest sense, means building interactive physical systems
by the use of software and hardware that can sense and respond to the analog world. In
practical use, the term most often describes handmade art, design or DIY hobby projects
that use sensors and microcontrollers to translate analog input to a software system, and/or
control electro-mechanical devices such as motors, servos, lighting or other hardware)
     –  Natural interaction (more natural ways for people to interact with digital environments through
     physical or tactile triggers)
•  Augmented reality (Consiste nel sovrapporre alla realtà percepita dal soggetto una
realtà virtuale generata dal computer. La percezione del mondo dellʼutilizzatore viene
“aumentata” da oggetti virtuali che forniscono informazioni supplementari sullʼambiente
reale)
•  Wearable computing (Wearable computers are computers that are worn on the body,
They have been applied to areas such as behavioral modeling, health monitoring systems,
information technologies and media development.)
•  Context awareness (tecnologia sensibile al contesto)
•  Ubiquitous computing (tecnologia invisibile integrata nell'ambiente)
Macrotrend 2/2 
•  Domotica (Home automation, also called domotics, is a field within
building automation, specializing in the specific automation requirements
of private homes and in the application of automation techniques for the
comfort and security of its residents)
4. Scenari di lungo periodo 

      e weak signals
Web 3.0
Nova Spivack defines Web 3.0 as the third decade of the Web (2010–2020) during which he suggests
several major complementary technology trends will reach new levels of maturity simultaneously
including:

   * transformation of the Web from a network of separately siloed applications and content repositories
to a more seamless and interoperable whole.
   * ubiquitous connectivity, broadband adoption, mobile Internet access and mobile devices;
   * network computing, software-as-a-service business models, Web services interoperability,
distributed computing, grid computing and cloud computing;
   * open technologies, open APIs and protocols, open data formats, open-source software platforms
and open data (e.g. Creative Commons, Open Data License);
   * open identity, OpenID, open reputation, roaming portable identity and personal data;
   * the intelligent web, Semantic Web technologies such as RDF, OWL, SWRL, SPARQL, GRDDL,
semantic application platforms, and statement-based datastores;
   * distributed databases, the quot;World Wide Databasequot; (enabled by Semantic Web technologies); and
   * intelligent applications, natural language processing, machine learning, machine reasoning,
autonomous agents.
Evolution toolkit, Pearson
•  Synthetic biology
•  Electronically enhanced functionality
•  Add cyberspace duality
•  Blur boundaries between individuals
•  Group life forms
•  Modify genomes
•  Machine intelligence 
•  Hybrid organic-electronic organisms
Networked organisms, Pearson
•  Using active skin or cellular implants, we can
connect directly to the nervous system or biological
processes of any organism. 
•  Truly hybrid real/virtual organisms 
•  Animals could find mates via dating sites and
satnav 
•  Can make collective organisms 
•  Global collective organisms could exist
Hybrid animals, Pearson
Linking minds into cyberspace, Pearson
•  We already have basic thought recognition today
•  Billions going on programmes to enhance human
performance by linking our brains to electronics 
•  We will have vastly superhuman machines that can support
emulation of many human minds at once
•  We will eventually have genetically optimised hybrid
human-machines with minds that run partly in the brain and
partly on computers homo hybridus
•  Link nervous systems together 
•  Fuzzy boundaries between people, telepathic linking via
bionic implants, personality modification
Shared consciousness & awareness?
Shared personalities?

            Pearson
Weak signals, Hiltunen
“Weak signals are warnings (external or internal),
events and developments that are still too
incomplete to permit an accurate estimation of their
impact and/or to determine their complete
responses” Igor Ansoff (starting from 1970’s)

•  Anticipating the future (pattern management,
sensemaking)
•  Innovating and creating the future(breaking our
mental models)

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Arti e Culture Digitali Lezione 1, Luca Simeone

  • 1. Arti e culture digitali Scenari di comunicazione interattiva esperienziale Maggio 2008
  • 2. Short Profile Fondatore e Experience designer (Vianet) -  MTV, Playstation, Nintendo, Sony, Uip Consulente Commissione Europea - Progetti Media e ICT
  • 3. Roadmap Lezione 1. Scenari di comunicazione interattiva esperienziale 1.  Arti e culture digitali: un modello 2.  Tendenze tecnologiche 3.  Alcuni esempi 4.  Scenari di lungo periodo e weak signals Lezione 2. Experience design nelle sue dimensioni di marketing, estetiche e operative 1.  Experience design: una definizione 2.  Marketing esperienziale 3.  Strategie di design 4.  Estetiche dellʼesperienza
  • 4. 1. Arti e culture digitali: un modello
  • 5. Modello esperienziale Social and cultural setting Perceptual experience Emotional experience Digital User Interface Cognitive experience Symbolic experience Pragmatic experience
  • 7. Linee di sviluppo tecnologiche 1/2 •  Diffusione e enhancement delle superfici interattive: –  migliore risoluzione –  pellicole digitali –  proiezioni olografiche –  videoproiezioni da devices miniaturizzati •  Diffusione infrastrutture tecnologiche light: –  Broadband –  Wireless –  Location-based services –  Tecnologie consumer di broad/narrowcasting –  > Viral communicaton
  • 8. Linee di sviluppo tecnologiche 2/2 •  Sistemi di calcolo evoluti e miniaturizzati •  Interoperabilità piattaforme e linguaggi •  Sensori evoluti: –  Audio –  Video –  RFID / LBT –  Biometrici –  … •  Attuatori evoluti: –  Interfacce interattive multimodali –  Sistemi fisici robotizzati –  Generatori polisensoriali e sinestetici •  Consumer-generated media
  • 9. Techno-business concepts •  Marketing delle esperienze •  On demand lifestyle: Technology and connectivity leads to “on demand” •  Customer has been sucked into the production processor value chain •  New business models, towards increased customer/user knowledge and interactivity –  Do-it-yourself: ConsumActor –  Co-design: TransformActor –  Co-creation: InnovActor •  Supply-Chain management, CRM-oriented •  Creative commons license •  Peopleʼs driven experiences •  Long-tail –  An Amazon employee described the Long Tail as follows: “We sold more books today that didn’t sell at all yesterday than we sold today of all the books that did sell yesterday.”
  • 11. Skins “Architecture is no longer simply the play of masses in light. 
 It now embraces the play of digital information in space.”
  • 12. Dario Buzzini, Not so white wall (2004)
  • 13. RGA, Reuters Digital Sign, NY (2004)
  • 14. Sony, Digital display prototype (2007)
  • 15. MIT, Digital Water Pavillion, EXPO 2008, Zaragoza (2008)
  • 16. Philips, Skin Probes / Dresses (2007)
  • 17. Philips, Skin Probes / Tattoo (2007)
  • 18. Dual architecture Dual architecture shows displays of virtual environments, characters and interactive games, which can be played in real environments.
  • 19. Jung von Matt & Next, www.seite1girl.de , Berlin (2006)
  • 21. Remote controls “Mobile phones as remote control of our lives” (Bruce Sterling)
  • 23. MIT / IDEO, Wearables (1999)
  • 24. Object-based media & natural interaction
  • 25. Kelly Dobson, Blendie (2003-2004)
  • 27. Ranjit Makkuni, Ethernal Gandhi Museum, New Delhi (2007)
  • 29. Ben Waber, Smart Badges Track Human Behavior, Tokyo (2008)
  • 30. Byob 1 BYOB Build Your Own Bag What is a conversation like between a handbag and a scarf? How can you mediate their conversation and when is your skirt allowed in on the discussion? As a woman is about to leave her house, her handbag may solicit the weather forecast from the humidity sensor on its fellow smart curtain. It might deliver the news of an impending downpour by saying ʻI think it might rain. Go get your umbrella.” And after deliberating with her coat pocket, the handbag may use ambient light to caution the user if sheʼs forgotten her cell phone.
  • 33. Takanori Shibata, Paro (1992-ongoing)
  • 34. MIT CSAIL Humanoid Robotics Lab, Domo (2007)
  • 35. Out of the screen
  • 36. Thermoplastic printers and extreme modding (2008)
  • 37. ATM for books (2008)
  • 38. Macrotrend 1/2 •  Physical computing (in the broadest sense, means building interactive physical systems by the use of software and hardware that can sense and respond to the analog world. In practical use, the term most often describes handmade art, design or DIY hobby projects that use sensors and microcontrollers to translate analog input to a software system, and/or control electro-mechanical devices such as motors, servos, lighting or other hardware) –  Natural interaction (more natural ways for people to interact with digital environments through physical or tactile triggers) •  Augmented reality (Consiste nel sovrapporre alla realtà percepita dal soggetto una realtà virtuale generata dal computer. La percezione del mondo dellʼutilizzatore viene “aumentata” da oggetti virtuali che forniscono informazioni supplementari sullʼambiente reale) •  Wearable computing (Wearable computers are computers that are worn on the body, They have been applied to areas such as behavioral modeling, health monitoring systems, information technologies and media development.) •  Context awareness (tecnologia sensibile al contesto) •  Ubiquitous computing (tecnologia invisibile integrata nell'ambiente)
  • 39. Macrotrend 2/2 •  Domotica (Home automation, also called domotics, is a field within building automation, specializing in the specific automation requirements of private homes and in the application of automation techniques for the comfort and security of its residents)
  • 40. 4. Scenari di lungo periodo 
 e weak signals
  • 41. Web 3.0 Nova Spivack defines Web 3.0 as the third decade of the Web (2010–2020) during which he suggests several major complementary technology trends will reach new levels of maturity simultaneously including: * transformation of the Web from a network of separately siloed applications and content repositories to a more seamless and interoperable whole. * ubiquitous connectivity, broadband adoption, mobile Internet access and mobile devices; * network computing, software-as-a-service business models, Web services interoperability, distributed computing, grid computing and cloud computing; * open technologies, open APIs and protocols, open data formats, open-source software platforms and open data (e.g. Creative Commons, Open Data License); * open identity, OpenID, open reputation, roaming portable identity and personal data; * the intelligent web, Semantic Web technologies such as RDF, OWL, SWRL, SPARQL, GRDDL, semantic application platforms, and statement-based datastores; * distributed databases, the quot;World Wide Databasequot; (enabled by Semantic Web technologies); and * intelligent applications, natural language processing, machine learning, machine reasoning, autonomous agents.
  • 42. Evolution toolkit, Pearson •  Synthetic biology •  Electronically enhanced functionality •  Add cyberspace duality •  Blur boundaries between individuals •  Group life forms •  Modify genomes •  Machine intelligence •  Hybrid organic-electronic organisms
  • 43. Networked organisms, Pearson •  Using active skin or cellular implants, we can connect directly to the nervous system or biological processes of any organism. •  Truly hybrid real/virtual organisms •  Animals could find mates via dating sites and satnav •  Can make collective organisms •  Global collective organisms could exist
  • 45. Linking minds into cyberspace, Pearson •  We already have basic thought recognition today •  Billions going on programmes to enhance human performance by linking our brains to electronics •  We will have vastly superhuman machines that can support emulation of many human minds at once •  We will eventually have genetically optimised hybrid human-machines with minds that run partly in the brain and partly on computers homo hybridus •  Link nervous systems together •  Fuzzy boundaries between people, telepathic linking via bionic implants, personality modification
  • 46. Shared consciousness & awareness? Shared personalities? Pearson
  • 47. Weak signals, Hiltunen “Weak signals are warnings (external or internal), events and developments that are still too incomplete to permit an accurate estimation of their impact and/or to determine their complete responses” Igor Ansoff (starting from 1970’s) •  Anticipating the future (pattern management, sensemaking) •  Innovating and creating the future(breaking our mental models)