Good morning.
It's 5:37 Sun, 17 Dec 2017



Assignment 1 : Exhibiting Objects

What: Design a touch screen kiosk for an exhibition of objects in the Spurlock Museum
How: Paper Prototyping
Reading: Judith Stein's "Sins of Omission: Fred Wilson's Mining the Museum"

For this project, students will form teams of 2 to create a design for a touch screen kiosk that presents a new, imaginary exhibition of objects for the Spurlock Museum.
These hypothetical exhibitions must address the politics of display by taking a particular perspective on the problem of presenting objects in anthropological or aesthetic fashion. We will use Judith Stein's review of the artist Fred Wilson's project Mining the Museum as a starting point for how to think about this. more>>

Assignment 2: Gestural Interface

What: Design an interface for a display-free music player
How: Wizard-of-Ozing + Scenarios/Personas

On Personas and Scenarios [one] [two]
On Bodily Social Interaction [Edward T. Hall's Cultural Factors]
Erving Goffman's Dramaturgy
What is Wizard-of-Ozing?
Also, watch UIUC Prof Lisa Nakamura's critical analysis of gestural computing
Gestural icons example: Timo Arnall's Graphic Language for Touch

Develop a prototype for a gestural interface for a display-free music player. The gestures must be based on an existing set of conventions that are culturally cohesive (i.e. from a class of behaviors that could be identified as "belonging" together). These conventions can be sub/cultural, historic, or professional in nature—there is no assumption that they should be universally recognizable or contemporary. Each gesture must follow some logic based on the original set of conventions.
Gestures must be: Play; Stop/Pause; Forward; Backward; Volume Up; Volume Down; On; Off.
An accompanying device or special article of clothing may or may not be part of your interface design, but either option should follow the logic of your set of conventions. They can be functional, symbolic, humorous…

Assignment 3: Locative Augmented Reality

What: Design a mobile platform for augmenting reality
How: Storyboarding + Video Simulation

Individual students will create an imaginary mobile platform that augments a user's experience of a place/space. This imaginary platform must be mobile, but can utilize existing technologies (such as an iPhone or other cell phone) or propose wholly imagined ones. The end result will be a video simulation that presents a speculative, yet believable, simulation of the platform. more>>

** Assignments 1 - 3 draw heavily from projects developed by Kevin Hamilton.