Week1 Interactivity

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Interactivity

Transcript of Week1 Interactivity

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Interactivity

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InteractivitySession One

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I see display screens everywhere, and I wonder whether they are happy.

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I see display screens everywhere, and I wonder whether they are happy.

Happy?

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I see display screens everywhere, and I wonder whether they are happy.

Happy?

Well, maybe “happy” is not the right word.

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I see display screens everywhere, and I wonder whether they are happy.

Happy?

Well, maybe “happy” is not the right word.

Instead,

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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?”

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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.

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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

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Inventing the Medium

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Inventing the MediumWhat is the digital medium?

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Inventing the MediumWhat is the digital medium?

Internet, Television, Games, Film…

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Inventing the MediumWhat is the digital medium?

Internet, Television, Games, Film…

An interplay of technical invention & cultural expression.

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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.

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Interaction is an action that occurs as two or more objects have an effect upon one another.

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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,

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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).

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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).

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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.

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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.

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1960The potential of the computer for symbolic representation & for complex interactive systems.

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1960

Computer languages developed to allow more powerful manipulation of quantitative & text-based data.

The potential of the computer for symbolic representation & for complex interactive systems.

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1960

Computer languages developed to allow more powerful manipulation of quantitative & text-based data.

This is the period in which the field itself was defined.

Proposals of The Internet, the first believable computer based character and the word hypertext is coined.

The potential of the computer for symbolic representation & for complex interactive systems.

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Changes not into a bigger faster snail, but a new species, with new abilities and entirely new powers.

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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.

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Eliza

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Eliza

Playful application Eliza, perceived as a human being (therapist).

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Eliza

Playful application Eliza, perceived as a human being (therapist).

The ability to willingly suspend disbelief, as a cinema audience would.

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Eliza

Playful application Eliza, perceived as a human being (therapist).

The ability to willingly suspend disbelief, as a cinema audience would.

This is the first time the illusion of life had been created with a computer.

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1970

For educational innovators, the computer becoming a tool for the construction of meaning. (computer assisted instruction, Dynabook)

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1970

PONG & BreakoutPong could exist in other mediums.

Breakout could only exist in the gaming environment.

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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.

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1970s Art

Responsive environments

Psychic Space

GLOWFLOW

METAPLAY

VIDEOPLACE

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1980

Computing Holding Power

Storyspace; hypertext system for story telling

Hypercard www.smackerel.net/black_white_02.html

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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.

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1980

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1980By the end of the 80s the computer became a tool for businesses, education and entertainment. (1982 machine shown)

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1980By the end of the 80s the computer became a tool for businesses, education and entertainment. (1982 machine shown)

Internet became used for email and exchanges between colleagues.

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1980By the end of the 80s the computer became a tool for businesses, education and entertainment. (1982 machine shown)

Internet became used for email and exchanges between colleagues.

WWW leading to ubiquitous computing.

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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.

Opening up ‘surveillance’.

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1990

The end of books?

Models of privacy (self) surveillance & capture

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Illusion of space

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Illusion of space

The computer can present itself to us as a place we can enter and do not wish to leave.

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Illusion of space

The computer can present itself to us as a place we can enter and do not wish to leave.

Two key defining attributes is its:

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Illusion of space

The computer can present itself to us as a place we can enter and do not wish to leave.

Two key defining attributes is its:

Processing power that allows the specific procedures, to be executed and recorded.

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Illusion of space

The computer can present itself to us as a place we can enter and do not wish to leave.

Two key defining attributes is its:

Processing power that allows the specific procedures, to be executed and recorded.

And the participatory quality, to receive input, and allow manipulation.

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immersive

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immersive

This is key as the user can remember any space we can remember, a navigation North or South, East or West.

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immersive

This 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.

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This becomes the defining experience of the digital medium, interactivity.

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Web 3.0 Interaction with web services

Kindle & Kindle controversy (digital rights)

Everyone as designer?Self Publishing / conversation

Augmented Reality

2000

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http://vimeo.com/jamesalliban

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John Maeda

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John Maeda

Thinking back to “happy” display screens…

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John Maeda

Thinking back to “happy” display screens…

...is the question about the display screens or the people around them. Computers seem to get considerable more attention.

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John Maeda

Thinking 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.

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How may we think?

Research

Try to include something from 60s, 70s, 80s, 90s, and 2000s.