4dsocial: Interactive Design Environments, Lucy Bullivant, 2007

http://www.amazon.com/4dsocial-Interactive-Design-Environments-Architectural/dp/0470319119/ref=pd_sim_b_5

Product Description

A new breed of public interactive installations is taking root that overturns the traditional approach to artistic experience. Architects, artists and designers are now creating real-time interactive projects at very different scales and in many different guises. Some dominate public squares or transform a building’s façade – others are more intimate, like wearable computing. All, though, share in common the ability to draw in users to become active participants and co-creators of content, so that the audience becomes part of the project.Investigating further the paradoxes that arise from this new responsive media at a time when communication patterns are in flux, this title features the work of leading designers, such as Electroland, Usman Haque, Shona Kitchen and Ben Hooker, ONL, Realities United Scott Snibbe. While many works critique the narrow public uses of computing to control people and data, others raise questions about public versus private space in urban contexts; all attempt to offer a unique, technologically mediated form of ‘self-learning’ experience, but which are most effective concepts in practice?

Donald A. Norman

Living with Complexity

His article about ‘Social Signifer’

http://www.amazon.com/gp/product/0262014866

Product Description

If only today’s technology were simpler! It’s the universal lament, but it’s wrong. We don’t want simplicity. Simple tools are not up to the task. The world is complex; our tools need to match that complexity. Simplicity turns out to be more complex than we thought. In this provocative and informative book, Don Norman writes that the complexity of our technology must mirror the complexity and richness of our lives. It’s not complexity that’s the problem, it’s bad design. Bad design complicates things unnecessarily and confuses us. Good design can tame complexity.Norman gives us a crash course in the virtues of complexity. But even such simple things as salt and pepper shakers, doors, and light switches become complicated when we have to deal with many of them, each somewhat different. Managing complexity, says Norman, is a partnership. Designers have to produce things that tame complexity. But we too have to do our part: we have to take the time to learn the structure and practice the skills. This is how we mastered reading and writing, driving a car, and playing sports, and this is how we can master our complex tools. Complexity is good. Simplicity is misleading. The good life is complex, rich, and rewarding–but only if it is understandable, sensible, and meaningful.

Thoughtless Acts?: Observations on Intuitive Design, Jane Fulton Suri and Ideo, 2005

http://www.amazon.com/gp/product/0811847756

Product Description

From IDEO, the global innovation and design firm responsible for such landmark products as Apple’s first computer mouse, comes a primer in the observation method that keeps their practice human-centered and ever ingenious. People unconsciously perform ultraordinary actions every day, from throwing a jacket over a chair back to claim the seat, or placing something in the teeth when all hands are full. These “thoughtless acts” reveal the subtle but crucial ways people behave in a world not always perfectly tailored to their needs. Thoughtless Acts? is a collection of dozens of (often humorous) snapshots capturing such fleeting adaptations and minor exploitations. This method of observation demonstrates the kind of common-sense approach that can inspire designers and anyone involved in creative endeavors. Thoughtless Acts?is a privileged peek at how IDEO creates the people-friendly products, services, and spaces for which they are so widely recognized.

About the Author

Jane Fulton Suri is the worldwide leader of human factors design and research for IDEO. She teaches regularly at Stanford University, UC Berkeley’s Haas School of Business, and the California College of the Arts. She lives in Berkeley.IDEO is a global innovation and design consultancy headquartered in Palo Alto, California, and has designed some of the world’s best known products, services, and spaces.

Designing for the Digital Age: How to Create Human-Centered Products and Services, Kim Goodwin, 2009

http://www.amazon.com/Designing-Digital-Age-Human-Centered-Products/dp/0470229101

  • Chapter 10: Making Sense of Your Data: Modeling PP 201~
  • Chapter 23: Evaluating Your Design PP649~
    • Why, When, and What to Evaluate
      • Why: Purposes of Design evaluation
        • Persuading people there’s a problem
        • Improving design
        • Helping designers choose between two approaches
        • Demonstrating design’s effectiveness
        • Gathering kudos for marketing
      • When:
        • Formative 形成期の(形容詞)
          • helps you to know whether you’re on the right path
          • may focus on a single interaction
          • can do the evaluation anywhere along the way
        • Summative 要約期の
          • polish adds and ends
          • most effective when you have complete/nearly complete design
        • Comparative
          • two or more products or concepts against one another
          • could be either formative or summative
      • What:

Product Description
Whether you’re designing consumer electronics, medical devices, enterprise Web apps, or new ways to check out at the supermarket, today’s digitally-enabled products and services provide both great opportunities to deliver compelling user experiences and great risks of driving your customers crazy with complicated, confusing technology.Designing successful products and services in the digital age requires a multi-disciplinary team with expertise in interaction design, visual design, industrial design, and other disciplines. It also takes the ability to come up with the big ideas that make a desirable product or service, as well as the skill and perseverance to execute on the thousand small ideas that get your design into the hands of users. It requires expertise in project management, user research, and consensus-building. This comprehensive, full-color volume addresses all of these and more with detailed how-to information, real-life examples, and exercises. Topics include assembling a design team, planning and conducting user research, analyzing your data and turning it into personas, using scenarios to drive requirements definition and design, collaborating in design meetings, evaluating and iterating your design, and documenting finished design in a way that works for engineers and stakeholders alike.

ACCESS, Marie Sester, 2003

http://en.wikipedia.org/wiki/Marie_Sester

from wikipedia

Work

After school, Sester’s interests shifted from designing physical structures to the study of ideological frameworks, specifically how culture and politics affect our sense of place. Her work focuses on notions of privacy and identity, particularly how we navigate through contemporary society’s systems of surveillance and security. Her work relies on interaction with the audience, creating encounters where it’s not clear if one is experiencing something playful or sinister.[4]

Shows and Recognition

Sester was a Creative Capital grantee in 2002.[5]

Her work has earned recognition in the art and technology worlds, including an Honorary Mention in Interactive Art from Ars Electronica (2003),[6] a Webby Award for Net Art (2004)[7] and a spot on the “50 Coolest Websites” list on Time Magazine Online (2004).[8]

Recently, her works have been included in the Seoul and Singapore Biennales (2008),[9] Glow Eindhoven (2009),[10] SFMOMA (2010–2011)[11] and EMPAC in Troy, New York (2010–2011).[12]

——————-

http://www.flickr.com/photos/ruiguerra/4400508887#/
Access_Sester_2002

ACCESS(2003)

http://www.accessproject.net/

http://www.sester.net/projects/access/access.html

ACCESS lets you track anonymous individuals in public places, by pursuing them with a robotic spotlight and acoustic beam system.

ACCESS presents control tools generated by surveillance technology combined with the advertising and Hollywood industries, and the internet. It refers to political propoganda and media manipluation.

Scenario: 夕方のデザイン White light to Moody Yellow color

LeniSchwendinger_Masterplan http://www.lightprojectsltd.com/projects/design_works_flatbush.php

As ‘Lighting master plan level’
Works as white light for night time. Turns yellow-ish color for friday and weekend nights. And use can arrange colors as he/she wants.

Title

夕方のデザイン: White Light to Moody Yellow Light

Theme 流れにかかわる:
Place
Time/Occasion
People
Interaction/
Participation
夕焼けを呼ぶ、操作する。
Lighting Street Light, Light up of buildings, etc
  • 丸の内。
  • 金曜の夜に共有通路?の照明を白からアンバーに切り替えてゆく。
  • これは、夕焼けを遅くにするという表現。
  • この切り替えが、家路を急ぐ会社員の流れと、(おそらく逆向きの)店舗エリアへ急ぐ人々の流れに影響されて、三々五々変わってゆく。
  • Productivityのための空間からEntertainment,Relax and Consumptionのための空間に変化する時間の表現と、時間によって機能を変化する場所の効果の最大化を狙う。
    • 夕方のデザイン。
    • 室内の(時間を感じない)場所は対象からはずすー>駅のおばあちゃんのナビゲーションとかの昼間も含めたユーザビリティ的シナリオはどうするの?
    • 夕方とは
    • 自然の力(日光が消える)に人間が対抗する光をともす時間。光にも造園と一緒で、自然と人工の兼ね合いがこの時間生じる。
    • 壁や屋根で室内と外を仕切る建築にたいして、昼と夜の境目を制御する人工の光。
    • 日光の衰えと、人工の光の登場が交差する。トワイライトゾーン。
    • よって、1日の間で限られた時間である。
    • 闇はみなキャンバスになりうる
    • The Marriage of Necessity and Happiness (Ecological Democracy, p5)
    • ゾーニングへの反抗。一つの場所に2つの使用目的とそのためのムードがあってもいいではないか。プロントの例、金曜夜のオフィス街の光の色のアイ デア。Alternaive ‘zoning’ /beyond square ‘zoning’ ->一粒で2度おいしい。

DJ Light, Cinimod Studio, Lima, Peru. 2010

http://www.cinimodstudio.com/dj-light

DJ Light is an immersive public sound and light installation that gives visitors the power to orchestrate an awe-inspiring performance of light and sound across a large public space. It was created for energy company Endesa as the cornerstone of their Christmas celebrations in Lima, Peru.

DJ Light (DJ Luz), Lima 2010 from Cinimod Studio on Vimeo.

http://www.cinimodstudio.com/
http://www.cinimodstudio.com/

‘7000 Oaks’ 1982-87, Joseph Beuys

[gview file=”http://research.norifujimura.com/wp/wp-content/uploads/2011/08/7000Oaks_Timeline.ppt”]

[gview file=”http://research.norifujimura.com/wp/wp-content/uploads/2011/08/7000Oaks_Timeline.pptx”]

 

7000Oaks_Timeline

7000 Oaks

http://en.wikipedia.org/wiki/7000_Oaks

Joseph Beuys

http://en.wikipedia.org/wiki/Joseph_Beuys

Social Sculpture

http://en.wikipedia.org/wiki/Social_sculpture

In 1973, Beuys wrote:

“Only on condition of a radical widening of definitions will it be possible for art and activities related to art [to] provide evidence that art is now the only evolutionary-revolutionary power. Only art is capable of dismantling the repressive effects of a senile social system that continues to totter along the deathline: to dismantle in order to build ‘A SOCIAL ORGANISM AS A WORK OF ART’… EVERY HUMAN BEING IS AN ARTIST who – from his state of freedom – the position of freedom that he experiences at first-hand – learns to determine the other positions of the TOTAL ART WORK OF THE FUTURE SOCIAL ORDER.” [1]

*^ Beuys statement dated 1973, first published in English in Caroline Tisdall: Art into Society, Society into Art (ICA, London, 1974), p.48. Capitals in original.