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Imagining the
future of Mixed
Realities
An Educational Design
Project by Jonathan Bélisle
http://www.helloarchitekt.com
http://www.wuxiathefox.com
A preferable future
In 2005 I had a complex dream about 2060 … It was a dream
about the ecological future and how to make sure kids would
be more contemplative, calmer, enjoying reading paper books in
2060 and finding more meaningful usages to the technologies
surrounding them instrad of getting distracted by them.
A trilogy of phenomenas
Nature Deficit Disorder, Attention Deficit
Disorder, Natural Ecosystems Disorder
Homeostasis
Narratives & Interactions to protect the
biosphere in the 21st century
A film that you read
A Continuous Voice Recognition and Camera Vision
iPad App paired with a Physical Illustrated Book.
Stories and Interactive Scenes unfold as the user reads.
First phase - 2014/2017
An ecosystem of (calm)
connected narrative objects
Amulets, Symbolic Tiles, Bracelets, Masks allow the user to discover
new story worlds and new forms of interactions (musical creation &
StoryMaking). The connected objects can also be shared collectively
in events or while walking.
Second Phase - 2017/2019
Augmented Spaces
Spatial Storytelling, Sensory Rooms & Soundscapes
Third phase - 2017/2018
A Story & Experience Management System
Multi-user, Multi-Media, Multi-Environments,
multi-devices, multi-sensory
Walkable Films
Fourth phase - 2018/2020
Physical Computing
The future of Cinema is Embodied Cinema
The Connected World Compas
The AI revolution Compass
Key Design Principles of Wuxia
The Mixed Realities Rainbow: From Ocular
Centric to Full Body experiences
The IoT
opportunity
Calm
Computing
Promoting a calmer & less ocular
centric computing (less screens, no
helmets) era to augment Human
Interactions that stimulate all senses,
ignite deep cognition and arouse
imaginations.
Wearable Computing is Not Calm
Technology, Yet
Big Think. May 22, 2014, by Mike Merrill
"Technology shouldn't require all of our attention, just some of it, and only when
necessary." Certainly, wearables are failing at being a Calm Technology.
Another issue with wearables is their incessant need for our attention: it’s less the
unobtrusive ideal of “put it on and forget it” and more a flashback to your worst
Tamogotchi nightmare. The user has to spend a considerable amount of time dealing with
the device itself and with the data it produces. Each has its own app sending you alerts
and constant software updates.
Technology should require the smallest
possible amount of attention
Technology should inform and create calm
Technology should make use of the periphery
Technology should amplify the best of
technology and the best of humanity
Technology can communicate, but doesn’t
need to speak
The right amount of technology is the
minimum needed to solve the problem
Technology should respect social norms
Principles of Calm Technology
Guidelines for Creativity
• Distributed, Ambient & Pervasive Interaction Design
• Story Design intersects with Computational Design
• Data Driven Practices
• Spatial Storytelling
• SoundScapes
More contemplation
less distractions, less divided attention
The Mindful Designer
and the persuasion design community
Storymaking &
Dreamweaving
Immersive & Participative
Experience Architecture Services, Multi-Sensory
Narratives, Connected Objects Development, Augmented
Space & Ambient Interactions Orchestration
wuxiathefox.com + noemtoys.com + iotheatre.co
Create with our Immersive &
Participative Storytelling framework
jbelisle@helloarchitekt.com / @wuxia

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Wuxia the Fox Educational Design project showcase - Ottawa Prime Time 2017

  • 1.
  • 2. Imagining the future of Mixed Realities An Educational Design Project by Jonathan Bélisle http://www.helloarchitekt.com http://www.wuxiathefox.com
  • 3. A preferable future In 2005 I had a complex dream about 2060 … It was a dream about the ecological future and how to make sure kids would be more contemplative, calmer, enjoying reading paper books in 2060 and finding more meaningful usages to the technologies surrounding them instrad of getting distracted by them.
  • 4. A trilogy of phenomenas Nature Deficit Disorder, Attention Deficit Disorder, Natural Ecosystems Disorder
  • 5. Homeostasis Narratives & Interactions to protect the biosphere in the 21st century
  • 6. A film that you read A Continuous Voice Recognition and Camera Vision iPad App paired with a Physical Illustrated Book. Stories and Interactive Scenes unfold as the user reads. First phase - 2014/2017
  • 7.
  • 8. An ecosystem of (calm) connected narrative objects Amulets, Symbolic Tiles, Bracelets, Masks allow the user to discover new story worlds and new forms of interactions (musical creation & StoryMaking). The connected objects can also be shared collectively in events or while walking. Second Phase - 2017/2019
  • 9.
  • 10. Augmented Spaces Spatial Storytelling, Sensory Rooms & Soundscapes Third phase - 2017/2018
  • 11. A Story & Experience Management System Multi-user, Multi-Media, Multi-Environments, multi-devices, multi-sensory Walkable Films Fourth phase - 2018/2020
  • 12.
  • 13. Physical Computing The future of Cinema is Embodied Cinema
  • 14. The Connected World Compas The AI revolution Compass Key Design Principles of Wuxia The Mixed Realities Rainbow: From Ocular Centric to Full Body experiences The IoT opportunity
  • 15.
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  • 19.
  • 20. Calm Computing Promoting a calmer & less ocular centric computing (less screens, no helmets) era to augment Human Interactions that stimulate all senses, ignite deep cognition and arouse imaginations.
  • 21. Wearable Computing is Not Calm Technology, Yet Big Think. May 22, 2014, by Mike Merrill "Technology shouldn't require all of our attention, just some of it, and only when necessary." Certainly, wearables are failing at being a Calm Technology. Another issue with wearables is their incessant need for our attention: it’s less the unobtrusive ideal of “put it on and forget it” and more a flashback to your worst Tamogotchi nightmare. The user has to spend a considerable amount of time dealing with the device itself and with the data it produces. Each has its own app sending you alerts and constant software updates.
  • 22. Technology should require the smallest possible amount of attention Technology should inform and create calm Technology should make use of the periphery Technology should amplify the best of technology and the best of humanity Technology can communicate, but doesn’t need to speak The right amount of technology is the minimum needed to solve the problem Technology should respect social norms Principles of Calm Technology
  • 23. Guidelines for Creativity • Distributed, Ambient & Pervasive Interaction Design • Story Design intersects with Computational Design • Data Driven Practices • Spatial Storytelling • SoundScapes
  • 24. More contemplation less distractions, less divided attention
  • 25. The Mindful Designer and the persuasion design community
  • 27. Experience Architecture Services, Multi-Sensory Narratives, Connected Objects Development, Augmented Space & Ambient Interactions Orchestration wuxiathefox.com + noemtoys.com + iotheatre.co Create with our Immersive & Participative Storytelling framework jbelisle@helloarchitekt.com / @wuxia