SlideShare une entreprise Scribd logo
1  sur  16
Télécharger pour lire hors ligne
(re)
                                          CONNECt




Marina Brant . MS in Communications Design . Prof. David Frisco . Pratt Institute . Fall 2012
PROBLEM



          Digital technology is increasingly influencing our every day lives.
          At a time when so much attention goes towards its development
          and use, it is important to emphasize the physical world, especially
          in the big cities, where people tend to have more individualized
          interests, and human connections seem to be left behind.
CONCEPTS



           CONTEXT
           •	 Post-Digital


           INVESTIGATION
           •	 Human-centered
           •	 Interaction
           •	 Participation
           •	 Co-creation
           •	 Performance
           •	 Involvement
           •	 Engagement
           •	 Multidisciplinary
           •	 Multisensory / Tangibility
HYPOTHESIS



             The post-digital era introduces new perspectives to digital
             technology, dissipating it from focus and moving efforts to more
             humanized aims. Design practice also evolves around thoughtful
             and systematic solutions for society.

             Considering this context and perspectives from overlapping design
             approaches – including Participatory Design and Interaction Design
             – this thesis presents the hypothesis that Communications Design
             can provoke involvement and social engagement.

             Using a human-centered design, I propose to recontextualize
             forms of digital interaction to develop an analogue experience
             that stimulates co-creation, brings awareness to the body, and
             highlights the importance of human interactions.
RESEARCH



Post digital
Participatory Design
Interaction Design
Research                             POST-DIGITAL




Post digital
Participatory Design
Interaction Design




                       ANALOGUE                        DIGITAL


                       •	 response to digital wave
                       •	 human-centered approach
                       •	 deeper experiences in physical objects
                       •	 new perspectives to digital technology:
                         natural
                         intuitive
                         hybrid
RESEARCH



Post digital                                       Interactivity is an essential feature of
INTERACTION Design                                 human-being: a chat, a kiss, a dance, a
                                                   work of art are all modes of interaction.
PARTICIPATORY Design
                                                                                  Dan Boyarski




                       •	 Primarily thought of in the digital realm
                       •	 Has basic principles focus on human communication
                       •	 Considers broad aspects of interaction
                       •	 Human-centered approach
                       •	 Integrates multidisciplinary perspectives
                       •	 Uses digital and/or analogue media
                       •	 The “user” influences final outcomes
RESEARCH



Post digital                            “Participation” in Participatory Design means to
Interaction Design                      investigate, reflect upon, understand, establish,
                                        develop, and support mutual learning processes
Participatory Design
                                        as they unfold between participants in collective
                                        “reflection-in-action” during the design process.
                                                              Toni Robertson and Jesper Simonsen




                       •	 People as partners, involved on the process as partners
                       •	 Began with civil rights movements
                       •	 Pioneered in Scandinavia to transform the workplace
                       •	 Applied as methodology by other design areas
                       •	 Aims the designed pieces to meet needs and be usable
CASE STUDY: PHYSICAL DIGITAL MEDIA

SIX-FORTY BY FOUR-EIGHTY (By Zigelbaum + Coelho, united States)




                                            •	 Interactive digital installation
                                            •	 Digital to physical
CASE STUDY: PHYSICAL ANALOGUE MEDIA

APPEEL (By TeGreenEyl, GERMANY)




                                       •	 Interactive analogue installation
                                       •	 Digital to analogue
                                       •	 Collective result
CASE STUDY: PHYSICAL ANALOGUE MEDIA

drawing machine #1 - to your hearts content (By joseph l griffiths, Australia)




                                                                 •	 Interactive analogue installation
                                                                 •	 Primitive technology
                                                                 •	 Collective result
CASE STUDY: DIgital to analogue

Vista Sans Wood Type Project (By Tricia Treacy & Ashley John Pigford, United States)




                                                   •	 Digital/analogue dialogue
                                                   •	 Hybrid media
                                                   •	 Collaborative result
CASE STUDY: DIgital to analogue

Handmade visualization tool-kit (By JOSE DUARTE, colombia)




                                         •	 Digital/analogue dialogue
                                         •	 Participative results
SYNTHESIS



By analysing the Post-Digital
domains and principles of
Interaction and Participatory
Design, my research validates
the importance of a
human-centered process
in the contemporary                DIGITAL
design context.                 INTERACTION

                                ANALOGUE                      Taking this scenario
                                EXPERIENCE                    further, I propose to
                                                       recontextualize forms of
                                                       digital interaction into an
                                                  analogue experience, in order
                                                   to assess the communicative
                                               potential of the media. Its intrinsic
                                                 physicality can highlight the role
                                                    of real environments and the
                                              importance of human-interactions.
DIRECTIONS




1   Create an installation piece
    in a public environment
    that invites people to
    collaboratively interact,
    by providing analogue tools
    to complete the design.           analogue
                                      EXPERIENCE
                                   that stimulates
                                   participation and
                                       human-

                                                                                            2
                                     interaction                Develop an interactive
                                                                  piece that translates
                                                            intangible digital attributes
                                                                  into tactile qualities,
                                                           stimulating the audience in
                                                       the co-creation of a tangible
                                                         library collection that could
                                                                    result in an exhibit.
THANK YOU!



             Marina Brant
                    Fall 2012
              Grad. CommD.
               Pratt Institute

Contenu connexe

Tendances

citigroup October 16, 2008 - Financial Supplement
citigroup October 16, 2008 - Financial Supplementcitigroup October 16, 2008 - Financial Supplement
citigroup October 16, 2008 - Financial Supplement
QuarterlyEarningsReports
 
The Mind Cupola And Enactive Ecology
The Mind Cupola And Enactive Ecology The Mind Cupola And Enactive Ecology
The Mind Cupola And Enactive Ecology
zicsresearch
 
Ceb Paasilinna Blender
Ceb Paasilinna BlenderCeb Paasilinna Blender
Ceb Paasilinna Blender
marija
 
MAB2014_DC_Final paper_Gonzalo_Reyero
MAB2014_DC_Final paper_Gonzalo_ReyeroMAB2014_DC_Final paper_Gonzalo_Reyero
MAB2014_DC_Final paper_Gonzalo_Reyero
Gonzalo Reyero
 
ISSS Language-Action Perspective Basics
ISSS Language-Action Perspective BasicsISSS Language-Action Perspective Basics
ISSS Language-Action Perspective Basics
Peter Jones
 
2013 Engaging with the End User: Great Expectations; Exciting Transformations
2013 Engaging with the End User: Great Expectations; Exciting Transformations2013 Engaging with the End User: Great Expectations; Exciting Transformations
2013 Engaging with the End User: Great Expectations; Exciting Transformations
Cathie Howe
 
Thesis Presentation2 Methodology
Thesis Presentation2 MethodologyThesis Presentation2 Methodology
Thesis Presentation2 Methodology
Oylum Boran
 

Tendances (20)

Visualsorting
VisualsortingVisualsorting
Visualsorting
 
citigroup October 16, 2008 - Financial Supplement
citigroup October 16, 2008 - Financial Supplementcitigroup October 16, 2008 - Financial Supplement
citigroup October 16, 2008 - Financial Supplement
 
The Mind Cupola And Enactive Ecology
The Mind Cupola And Enactive Ecology The Mind Cupola And Enactive Ecology
The Mind Cupola And Enactive Ecology
 
Virtual management
Virtual managementVirtual management
Virtual management
 
Koupriesleeswijkemp empathy framework
Koupriesleeswijkemp empathy frameworkKoupriesleeswijkemp empathy framework
Koupriesleeswijkemp empathy framework
 
Ceb Paasilinna Blender
Ceb Paasilinna BlenderCeb Paasilinna Blender
Ceb Paasilinna Blender
 
Enterprise Search Research Article: A Case Study of How User Interface Sketch...
Enterprise Search Research Article: A Case Study of How User Interface Sketch...Enterprise Search Research Article: A Case Study of How User Interface Sketch...
Enterprise Search Research Article: A Case Study of How User Interface Sketch...
 
Introduction to Interaction Design
Introduction to Interaction DesignIntroduction to Interaction Design
Introduction to Interaction Design
 
P1 probes
P1 probesP1 probes
P1 probes
 
SMART Case Study - Cundall
SMART Case Study - CundallSMART Case Study - Cundall
SMART Case Study - Cundall
 
Synthetron For Meetings 20120205 Imex
Synthetron For Meetings 20120205 ImexSynthetron For Meetings 20120205 Imex
Synthetron For Meetings 20120205 Imex
 
Man-Made Humans
Man-Made HumansMan-Made Humans
Man-Made Humans
 
MAB2014_DC_Final paper_Gonzalo_Reyero
MAB2014_DC_Final paper_Gonzalo_ReyeroMAB2014_DC_Final paper_Gonzalo_Reyero
MAB2014_DC_Final paper_Gonzalo_Reyero
 
ISSS Language-Action Perspective Basics
ISSS Language-Action Perspective BasicsISSS Language-Action Perspective Basics
ISSS Language-Action Perspective Basics
 
2013 Engaging with the End User: Great Expectations; Exciting Transformations
2013 Engaging with the End User: Great Expectations; Exciting Transformations2013 Engaging with the End User: Great Expectations; Exciting Transformations
2013 Engaging with the End User: Great Expectations; Exciting Transformations
 
Design with Dialogue: Conversation & Dialogue
Design with Dialogue: Conversation & DialogueDesign with Dialogue: Conversation & Dialogue
Design with Dialogue: Conversation & Dialogue
 
Estudios Clinicos Epidemiologia Odontologia
Estudios Clinicos Epidemiologia OdontologiaEstudios Clinicos Epidemiologia Odontologia
Estudios Clinicos Epidemiologia Odontologia
 
Gamify Your Team Design Thinking : Experimental Study on a Co-Evolution Theor...
Gamify Your Team Design Thinking : Experimental Study on a Co-Evolution Theor...Gamify Your Team Design Thinking : Experimental Study on a Co-Evolution Theor...
Gamify Your Team Design Thinking : Experimental Study on a Co-Evolution Theor...
 
Persuasive Computing - Design for the Mind
Persuasive Computing - Design for the MindPersuasive Computing - Design for the Mind
Persuasive Computing - Design for the Mind
 
Thesis Presentation2 Methodology
Thesis Presentation2 MethodologyThesis Presentation2 Methodology
Thesis Presentation2 Methodology
 

En vedette (14)

Direct Research_final
Direct Research_finalDirect Research_final
Direct Research_final
 
Sketchup center ripo
Sketchup center ripoSketchup center ripo
Sketchup center ripo
 
D i s k u r s u s
D i s k u r s u sD i s k u r s u s
D i s k u r s u s
 
Media Pembelajaran Poster
Media Pembelajaran PosterMedia Pembelajaran Poster
Media Pembelajaran Poster
 
Berkomunikasi Lewat Surat
Berkomunikasi Lewat SuratBerkomunikasi Lewat Surat
Berkomunikasi Lewat Surat
 
Honolulu Cloning Technique
Honolulu Cloning TechniqueHonolulu Cloning Technique
Honolulu Cloning Technique
 
Direct Research_1
Direct Research_1Direct Research_1
Direct Research_1
 
Direct Research_2
Direct Research_2Direct Research_2
Direct Research_2
 
Marina brant
Marina brantMarina brant
Marina brant
 
Gravity
GravityGravity
Gravity
 
Watch espn5.18v5
Watch espn5.18v5Watch espn5.18v5
Watch espn5.18v5
 
Salvation
SalvationSalvation
Salvation
 
Town mouse and country mouse
Town mouse and country mouseTown mouse and country mouse
Town mouse and country mouse
 
Brief history of aviation by madhav
Brief history of aviation   by madhavBrief history of aviation   by madhav
Brief history of aviation by madhav
 

Similaire à Thesis I Presentation

Prem project interaction final
Prem project interaction finalPrem project interaction final
Prem project interaction final
Prem Chandran
 

Similaire à Thesis I Presentation (20)

G.Lupi, G. Rossi, Design as an information process,
G.Lupi, G. Rossi, Design as an information process,G.Lupi, G. Rossi, Design as an information process,
G.Lupi, G. Rossi, Design as an information process,
 
Ana Amorim
Ana AmorimAna Amorim
Ana Amorim
 
Design practice for innovation: How might we use creative design approaches t...
Design practice for innovation: How might we use creative design approaches t...Design practice for innovation: How might we use creative design approaches t...
Design practice for innovation: How might we use creative design approaches t...
 
EXPERIMEDIA: Experiments in live social and networked media
EXPERIMEDIA: Experiments in live social and networked mediaEXPERIMEDIA: Experiments in live social and networked media
EXPERIMEDIA: Experiments in live social and networked media
 
Livinglabbingthe rotterdamway
Livinglabbingthe rotterdamwayLivinglabbingthe rotterdamway
Livinglabbingthe rotterdamway
 
David McKenzie, Darwin Muljono and Elizabeth B.-N. Sanders: Collective Dream...
David McKenzie, Darwin Muljono and Elizabeth B.-N. Sanders:  Collective Dream...David McKenzie, Darwin Muljono and Elizabeth B.-N. Sanders:  Collective Dream...
David McKenzie, Darwin Muljono and Elizabeth B.-N. Sanders: Collective Dream...
 
Social Technologies: challenges and opportunities for participation
Social Technologies: challenges and opportunities for participationSocial Technologies: challenges and opportunities for participation
Social Technologies: challenges and opportunities for participation
 
Prem project interaction final
Prem project interaction finalPrem project interaction final
Prem project interaction final
 
Digital Wellbeing Technology through a Social Semiotic Multimodal Lens: A Cas...
Digital Wellbeing Technology through a Social Semiotic Multimodal Lens: A Cas...Digital Wellbeing Technology through a Social Semiotic Multimodal Lens: A Cas...
Digital Wellbeing Technology through a Social Semiotic Multimodal Lens: A Cas...
 
Co-Creation with Lead Users on the Digital Research Platform www.dieNEONauten.de
Co-Creation with Lead Users on the Digital Research Platform www.dieNEONauten.deCo-Creation with Lead Users on the Digital Research Platform www.dieNEONauten.de
Co-Creation with Lead Users on the Digital Research Platform www.dieNEONauten.de
 
Living tompaper
Living tompaperLiving tompaper
Living tompaper
 
Best Practices for Interdisciplinary Design.
Best Practices for Interdisciplinary Design.Best Practices for Interdisciplinary Design.
Best Practices for Interdisciplinary Design.
 
200905 - Sociable machines
200905 - Sociable machines200905 - Sociable machines
200905 - Sociable machines
 
7 categories of collaborative services
7 categories of collaborative services7 categories of collaborative services
7 categories of collaborative services
 
ESOMAR 2010 - Digital Culture
ESOMAR 2010 - Digital CultureESOMAR 2010 - Digital Culture
ESOMAR 2010 - Digital Culture
 
Marco Ferruzca
Marco FerruzcaMarco Ferruzca
Marco Ferruzca
 
IFI7159 M0
IFI7159 M0IFI7159 M0
IFI7159 M0
 
IxD & UX Design - Personifying Digital Interactions
IxD & UX Design - Personifying Digital InteractionsIxD & UX Design - Personifying Digital Interactions
IxD & UX Design - Personifying Digital Interactions
 
Digital Identity - connecting people, regenerating places
Digital Identity - connecting people, regenerating placesDigital Identity - connecting people, regenerating places
Digital Identity - connecting people, regenerating places
 
Dicole Social Media Community of Practice
Dicole Social Media Community of PracticeDicole Social Media Community of Practice
Dicole Social Media Community of Practice
 

Thesis I Presentation

  • 1. (re) CONNECt Marina Brant . MS in Communications Design . Prof. David Frisco . Pratt Institute . Fall 2012
  • 2. PROBLEM Digital technology is increasingly influencing our every day lives. At a time when so much attention goes towards its development and use, it is important to emphasize the physical world, especially in the big cities, where people tend to have more individualized interests, and human connections seem to be left behind.
  • 3. CONCEPTS CONTEXT • Post-Digital INVESTIGATION • Human-centered • Interaction • Participation • Co-creation • Performance • Involvement • Engagement • Multidisciplinary • Multisensory / Tangibility
  • 4. HYPOTHESIS The post-digital era introduces new perspectives to digital technology, dissipating it from focus and moving efforts to more humanized aims. Design practice also evolves around thoughtful and systematic solutions for society. Considering this context and perspectives from overlapping design approaches – including Participatory Design and Interaction Design – this thesis presents the hypothesis that Communications Design can provoke involvement and social engagement. Using a human-centered design, I propose to recontextualize forms of digital interaction to develop an analogue experience that stimulates co-creation, brings awareness to the body, and highlights the importance of human interactions.
  • 6. Research POST-DIGITAL Post digital Participatory Design Interaction Design ANALOGUE DIGITAL • response to digital wave • human-centered approach • deeper experiences in physical objects • new perspectives to digital technology: natural intuitive hybrid
  • 7. RESEARCH Post digital Interactivity is an essential feature of INTERACTION Design human-being: a chat, a kiss, a dance, a work of art are all modes of interaction. PARTICIPATORY Design Dan Boyarski • Primarily thought of in the digital realm • Has basic principles focus on human communication • Considers broad aspects of interaction • Human-centered approach • Integrates multidisciplinary perspectives • Uses digital and/or analogue media • The “user” influences final outcomes
  • 8. RESEARCH Post digital “Participation” in Participatory Design means to Interaction Design investigate, reflect upon, understand, establish, develop, and support mutual learning processes Participatory Design as they unfold between participants in collective “reflection-in-action” during the design process. Toni Robertson and Jesper Simonsen • People as partners, involved on the process as partners • Began with civil rights movements • Pioneered in Scandinavia to transform the workplace • Applied as methodology by other design areas • Aims the designed pieces to meet needs and be usable
  • 9. CASE STUDY: PHYSICAL DIGITAL MEDIA SIX-FORTY BY FOUR-EIGHTY (By Zigelbaum + Coelho, united States) • Interactive digital installation • Digital to physical
  • 10. CASE STUDY: PHYSICAL ANALOGUE MEDIA APPEEL (By TeGreenEyl, GERMANY) • Interactive analogue installation • Digital to analogue • Collective result
  • 11. CASE STUDY: PHYSICAL ANALOGUE MEDIA drawing machine #1 - to your hearts content (By joseph l griffiths, Australia) • Interactive analogue installation • Primitive technology • Collective result
  • 12. CASE STUDY: DIgital to analogue Vista Sans Wood Type Project (By Tricia Treacy & Ashley John Pigford, United States) • Digital/analogue dialogue • Hybrid media • Collaborative result
  • 13. CASE STUDY: DIgital to analogue Handmade visualization tool-kit (By JOSE DUARTE, colombia) • Digital/analogue dialogue • Participative results
  • 14. SYNTHESIS By analysing the Post-Digital domains and principles of Interaction and Participatory Design, my research validates the importance of a human-centered process in the contemporary DIGITAL design context. INTERACTION ANALOGUE Taking this scenario EXPERIENCE further, I propose to recontextualize forms of digital interaction into an analogue experience, in order to assess the communicative potential of the media. Its intrinsic physicality can highlight the role of real environments and the importance of human-interactions.
  • 15. DIRECTIONS 1 Create an installation piece in a public environment that invites people to collaboratively interact, by providing analogue tools to complete the design. analogue EXPERIENCE that stimulates participation and human- 2 interaction Develop an interactive piece that translates intangible digital attributes into tactile qualities, stimulating the audience in the co-creation of a tangible library collection that could result in an exhibit.
  • 16. THANK YOU! Marina Brant Fall 2012 Grad. CommD. Pratt Institute