| 2011 | Sep 14th | Yasushi Noguchi 野口靖, Sep 14th 2011 @ Shinjyuku Station, Berg | 日本のコミュニティデザインの流れ 及部克人(武蔵野美術大学?) およべ 演劇・造形ワークショップ 源流は東南アジアの演劇ワークショップ(フィリピン?) ドキュメントがあまりのこらないようなやりかたをしているようだ。 |
| 2011 | May 12th | Skype Chat with Akiko | |
| 2010 | Oct 31st | with Prof.Yoshimatsu@Shimokitazawa | 今、(藤村さんは)あいまいなところにいるが、ここで自分のフレームワークを示すこと。モチベーションを、誰がきいてもわかるものにしてほしい。 |
| 2009? | Lars Erik Holmquisthttp://www.sics.se/~leh/
Designing with context By using context info, it should be possible to construct products that are easier. Context is in reality much more complex than what sensors could detect and compute. Dorish(2004) proposes that context is not something absolute.. A good strategy can be to try to leave the interpretation of context open to the user Smart It * i) Sonic City ii)The Context Camera iii)Collaborative games iv)Push!Music *LOCATION i)Pirates Too much interaction happeded on the screen rather than in real world ENvironment that react to the players(a volcano that erupts?) ii)Collaborarive games Using location location was incorporated in the experience of the game. Co-location >Push! Photo sics.se/~leh/courses/keio2009 Homework *Designing future applications *Understanding innovation Innovation>Invention If you know much about how user xxx, it gets difficult to invent anything. |
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