Thursday, October 4, 2007

Larva.


Inside "Slalom". The general feel of the graphics have changed a bit.
Catch some of these fellows to gain life, if bitten by the evil tick.

Tuesday, October 2, 2007

Harald Sodemann :: Simulation. (notes)

A modelling framework

Make predictions from data.
EX: The relation between Coke and obesity. (Sugar=fat, due to human metabolism) (Weight *liters of Coke)

Real World > process > Abstraction model > modifying parameters > Simulation > data > compare/validate with the real world.

Abstract: Hypothesize  & Reduction. 
Take the real world apart (to the smallest components) and rebuild it.
Implementation: Feasability & Emphesize 
Descriptive / Physical model.
The application will determin the result of your prediction, safety, education, testing, and so on.

Sience > Politics > Engineering.
Conceptual Models; population growth > oil resources > social dynamics in solidarity networks (cooperative behaviour)

Interactions between different models and processes to understand  the whole.
EX: boxes from wether forecast : stratosphere to deep-sea level. (compare data to simulation)

Monday, October 1, 2007

Synne Skjulstad :: Research in practice (notes)

How research in practice might work. Concepts:
usability, experience, thoughtful interaction-design and communication-design.

Jacob Nielsen´s view of useability:
"The functionalists meaning of useability / "quality of use", often counts out all that is not purely functional to a product." (the artistic ideal of expressing yourself or the ability to preform tasks the most efficiently and soling a problem for the customer.) Is the highest goal of useability just to solve the consumers specific problem?  Useful for whom?
What are providing experiences?
Art as experience and acting with technology. (Mc Carthy & Wright)
Lövgren og Stolterman : introduce a design perspective on the creation and shaping of digital artefacts.  (Pliability.)
What is it that gives the experience? How is a digital artefact designed so as to communicate something? (relocates focus from experience to artefact)
The holistic view sees interaction as integral to designing artefacts for mediated communication. 
*Communicate as a whole. **Useability is not normative.

Branding as creating a image of yourself / your client. What image do you want the user to percive?
(Where do you stand? What do you focus on? 
How it works? How it communicates? What experience is given by the product?(and why?)
How was the artefact shaped to give the experience?)

::Guidelines::
Dare to disagree with influential theorists.. (use as starting-point.))
And acknowledge work others have done before you: Distinguish your own work!

Digital narratives :: Telling stories (notes)

From hypertext theory to information of Kontiki-museum on cd-rom. What s the purpose of the story?


Stories that have not been told.
Who´s telling the story, from what side
Rights ; who own the story, the pictures, etc.
Kontiki; the story of the journey.   The facts and the fiction, (influenced by film, etc.)
the time of the story,the space of reading, meaning-making by the users /readers.
Users commenting text. (stand alone-text.)
What motivates the user? (detektive-story)  
::Scitzofrenic teacher;you need to pussle the story together. (He does not know the story.) "Gallery of guilt", links. The story bout the story.. 

"Narra-hand" : Collaborative narrative; produce a peoples idntity in a new place, points of intrest from charakters: me the author = me the pupeter. The storys map in the physical world.


Friday, September 28, 2007

The Game (by marrol & me)





Early sketches for our computer-game Flee-Olympics.

Wednesday, September 26, 2007

screensaver (peder/marrol/me)

The screen-saver assignment ended up in a cellular fluidly moving structure.
The cells are dragged towards the center, pushing each other around.
The backdrop of the cells function as a clock, where it graduatly fades from light blue in the mid-day, to dark blue in the night. 


ABOUT:
Long, long time ago screensavers were used t prevent the so-called screen-burn-effect, -a permanent disfigurement of areas on a CRT display caused by non-moving text or graphics being displayed continuously for long periods of time. To avoid this effect, screensavers have been used to blank the screen or fill it with moving images or patterns when the screen were not in use. Today screensavers don't serve their original purpose and are primarily used for entertainment. (In fact, they arent needed at all.) 
They are however used today as fancy eye-candy for our coffee-breaks and can be extremely pretty and fascinating  to look at.

Sunday, September 23, 2007

Touch / NFC

(The pretty picture is stolen from Timo´s Flickr-account.)
Touch, a research-program by Timo Arnall at AHO , is looking into how NFC may be of future (/alternative nows) use. NFC enables connections between mobile phones and physical things, and opens up for applications and services that enable people to interact with everyday-situations through their mobile-phones/devices.

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