Category: Interaction

Spacehoppers are go!

Spacehopper Demo

Spacehopper Demo

I’ve been working with my colleagues on a project for SonyEricsson around the release of their latest mobile phones series (Satio and Aino). The project involves using twitter to inflate a warehouse full of spacehoppers on a live webcam. The hoppers will be “released in the wild” as part of the product launch, and tweeters can suggest what their fate should be. The whole system uses an Arduino-controlled solenoid array which takes its input from a Ruby script which is listening to the twitter streaming API. Tweets sent via the API are used to randomly inflate one of the 49 hoppers on the array. The hoppers, username and the tweet message are displayed via a live feed. Sony Ericsson have posted the “making-of” video on YouTube, and I found myself simplifying the technical details, yet again…

BCS-HCI Highlights

The British Computer Society’s Annual conference on Human-Computer Interaction was held in Cambridge last week and I popped round to present a paper on using sketching as a design technique to improve collaborative design activity, enhance creativity, and generally help the design process. This is an approach we foster at Tinker.it! and we try to actively engage with our clients in this kind of collaborative idea generation.

Highlights of the conference were the Keynote addresses and a few interesting papers on tangible interaction (though these were old news by now). In the opening Keynote, Prof Anthony Dunne, Head of Design Interaction at the Royal College of Art presented several interactive student projects and generally perplexed the audience, many of whom are not used to thinking about interaction design from a designer’s perspective - a couple of the audience questions could be summed up as “What’s the point?” The Formal Methods (see wikipedia) guys had a field day.

UI demigod Bill Buxton presented a stimulating closing keynote which showed examples of user interfaces from days gone by, like a touchscreen interactive mobile phone from 1991(!) - no web access though, since that was BEFORE THE INTERNET. Remember that?? He suggested that we can get a lot of great interaction design ideas and bootstrap design by looking at what’s gone before. And he made a good case for studying your interaction design history books - yeah, they don’t exist. In fact, at Tinker.it! we’re currently working on a really cool retro-80’s project with some pretty novel and old user interfaces. The results will be at the BFI this weekend, so stay tuned.

The message, not the mediator

Urbanscreen, with their installation/projection in Hamburg’s Galerie der Gegenwart have pulled of a very nice example of the technology passively supporting the content - that is, the content stays main event. The effect they produce - an impressive, building-sized, animated trompe l’oeil does what it should do: it amazes passersby with the content and the effect. “How’d they do that?” is less a question - and that’s the way it should be. Anyone can tell it’s a projector; that’s irrelevant. And it’s not even interactive.

So many interaction designers miss this key point: it’s not about the technology. It’s about the experience. The problem with a great deal of contemporary “interactive” installation work is that people become fixated on the how, not the what, which misses the point entirely. People need to be focused on your message and not on how you made it happen.

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