Week1 Interactivity

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  1. 1. Interactivity
  2. 2. Interactivity Session One
  3. 3. I see display screens everywhere, and Iwonder whether they are happy.
  4. 4. I see display screens everywhere, and Iwonder whether they are happy.Happy?
  5. 5. I see display screens everywhere, and I wonder whether they are happy.Happy? Well, maybe happy is not the right word.
  6. 6. I see display screens everywhere, and I wonder whether they are happy.Happy? Well, maybe happy is not the right word.Instead,
  7. 7. I see display screens everywhere, and I wonder whether they are happy.Happy? Well, maybe happy is not the right word.Instead,Do they live meaningful lives?
  8. 8. I see display screens everywhere, and I wonder whether they are happy.Happy? Well, maybe happy is not the right word.Instead,Do they live meaningful lives?may be the question to ask.
  9. 9. I see display screens everywhere, and I wonder whether they are happy.Happy? Well, maybe happy is not the right word.Instead,Do they live meaningful lives?may be the question to ask.John Maeda
  10. 10. Inventing the Medium
  11. 11. Inventing the MediumWhat is the digital medium?
  12. 12. Inventing the Medium What is the digital medium? Internet, Television, Games, Film
  13. 13. Inventing the Medium What is the digital medium?Internet, Television, Games, Film An interplay of technical invention & cultural expression.
  14. 14. Is there a failure of linear media to capture the structures of our thoughts. What happens when we are confronted with the awareness of all the possible choices we might make, all the ways we might intersect one for another.
  15. 15. Interaction is an action that occurs as two or more objects have an effect upon one another.
  16. 16. Interaction is an action that occurs as two or more objects have an effect upon one another. The idea of a two-way effect is essential in the concept of interaction,
  17. 17. Interaction is an action that occurs as two or more objects have an effect upon one another. The idea of a two-way effect is essential in the concept of interaction, (as opposed to a one-way casual effect).
  18. 18. Interaction is an action that occurs as two or more objects have an effect upon one another. The idea of a two-way effect is essential in the concept of interaction, (as opposed to a one-way casual effect).
  19. 19. Interaction is an action that occurs as two or more objects have an effect upon one another. The idea of a two-way effect is essential in the concept of interaction, (as opposed to a one-way casual effect).All systems are related and interdependent.
  20. 20. Interaction is an action that occurs as two or more objects have an effect upon one another. The idea of a two-way effect is essential in the concept of interaction, (as opposed to a one-way casual effect).All systems are related and interdependent. Every action has a consequence.
  21. 21. 1960 The potential of the computer for symbolic representation & for complex interactive systems.
  22. 22. 1960 The potential of the computer for symbolic representation & for complex interactive systems.Computer languages developed to allow more powerful manipulation of quantitative & text-based data.
  23. 23. 1960The potential of the computerfor symbolic representation& for complex interactivesystems.Computer languages developed to allow more powerful manipulation of quantitative & text-based data. This is the period in which the eld itself was dened.Proposals of The Internet, the first believable computer based character and the word hypertext is coined.
  24. 24. Changes not into a bigger faster snail, but a new species, with new abilities and entirely new powers.
  25. 25. By the end of the 1960s engineers had a good understanding of the potential of the computer. Supporting large databases, experimenting with on-screen images & game-like interaction establishing networked systems that could be accessed by remote terminals with multiple users.
  26. 26. Eliza
  27. 27. ElizaPlayful application Eliza, perceived as a human being (therapist).
  28. 28. ElizaPlayful application Eliza, perceived as a human being (therapist). The ability to willingly suspend disbelief, as a cinema audience would.
  29. 29. ElizaPlayful application Eliza, perceived as a human being (therapist). The ability to willingly suspend disbelief, as a cinema audience would. This is the rst time the illusion of life had been created with a computer.
  30. 30. http://www.manifestation.com/neurotoys/eliza.php3
  31. 31. 1970For educational innovators, the computer becoming a tool for the construction of meaning. (computer assisted instruction, Dynabook)
  32. 32. 1970PONG & Breakout Pong could exist in other mediums.Breakout could only exist in the gaming environment.
  33. 33. For artists and humanists, it became a tool. Les Levine, Wire Tap 1969-1970. Series of 12 speakers containing a series of conversations between the artist and whoever phoned him during the day.
  34. 34. 1970s ArtResponsive environments Psychic Space GLOWFLOW METAPLAY VIDEOPLACE
  35. 35. 1980Computing Holding Power Storyspace; hypertext system for story telling Hypercard www.smackerel.net/black_white_02.html
  36. 36. First personal computers and word processor Video games become popular as they are exploiting the computers capacity to represent action in which we could participate.
  37. 37. 1980
  38. 38. 1980 By the end of the 80s the computer became a tool for businesses, education and entertainment. shown) (1982 machine
  39. 39. 1980 By the end of the 80s the computer became a tool for businesses, education and entertainment. shown) (1982 machine Internet became used for email and exchanges between colleagues.
  40. 40. 1980 By the end of the 80s the computer became a tool for businesses, education and entertainment. shown) (1982 machine Internet became used for email and exchanges between colleagues. WWW leading to ubiquitous computing.
  41. 41. Opening up surveillance.Webcams operating 24/7 for science, tourism, exhibitionism, policing, stalking & whims i.e. the state of a coffee pot in a lab halfway around the world.
  42. 42. 1990The end of books? Models of privacy (self) surveillance & capture
  43. 43. Illusion of space
  44. 44. Illusion of spaceThe computer can present itself to us as aplace we can enter and do not wish to leave.
  45. 45. Illusion of spaceThe computer can present itself to us as aplace we can enter and do not wish to leave.Two key dening attributes is its:
  46. 46. Illusion of spaceThe computer can present itself to us as aplace we can enter and do not wish to leave.Two key dening attributes is its:Processing power that allows the specicprocedures, to be executed and recorded.
  47. 47. Illusion of spaceThe computer can present itself to us as aplace we can enter and do not wish to leave.Two key dening attributes is its:Processing power that allows the specicprocedures, to be executed and recorded.And the participatory quality, to receiveinput, and allow manipulation.
  48. 48. immersive
  49. 49. immersiveThis is key as the user can remember any space we can remember, a navigation North or South, East or West.
  50. 50. immersiveThis is key as the user can remember any space we can remember, a navigation North or South, East or West. The user enters the world and can remember the notion of space.
  51. 51. This becomes the defining experience of the digital medium, interactivity.
  52. 52. 2000 Web 3.0 Interaction with webservices Kindle & Kindle controversy(digital rights)Everyone as designer? Self Publishing / conversationAugmented Reality
  53. 53. http://vimeo.com/jamesalliban
  54. 54. http://www.youtube.com/watch?v=U2uH-jrsSxs&feature=related
  55. 55. John Maeda
  56. 56. John MaedaThinking back to happy display screens
  57. 57. John MaedaThinking back to happy display screens ...is the question about the display screens or the people around them. Computers seem to get considerable more attention.
  58. 58. John MaedaThinking back to happy display screens ...is the question about the display screens or the people around them. Computers seem to get considerable more attention. How can we achieve this, innovators only need a passion for discovery.
  59. 59. How may we think? Research Try to include something from 60s, 70s, 80s, 90s, and 2000s.
  60. 60. creative commons imagesathomeinscottsdale AlphaTangoBravo / Adam Baker