The Interactive Installation ISH: In Search of Resonant Human Product Interaction

Author(s):  
Caroline Hummels ◽  
Kees Overbeeke ◽  
Aadjan Van Der Helm
2020 ◽  
Vol 13 (1) ◽  
pp. 16-23
Author(s):  
Agatha Maisie Tjandra ◽  
Lalitya Talitha Pinasthika ◽  
Rangga Winantyo

In the recent five years, City parks have been developing rapidly in urban cities in Indonesia. Built in 2007, Taman Gajah Tunggal is one of the city parks located in Tangerang. This park is situated at The Center of Tangerang City on the edge of Cisadane River. Like many public spaces in Indonesia, this park has littering issues by visitors’ lack of care. This re- search is offered to develop social marketing by using a digital game for gaining awareness of Taman Gajah Tunggal’s visitors age 17-30 years old about littering issues. This paper focused on developing the prototyping process in iteration design method by using a digital game to suggest possibilities design for future development interactive installation design in public space which can bring a new experience.


1986 ◽  
Vol 137 (1) ◽  
pp. 91-95
Author(s):  
H. A. Brown

Leonardo ◽  
2014 ◽  
Vol 47 (5) ◽  
pp. 500-501 ◽  
Author(s):  
Mónica Mendes ◽  
Pedro Ângelo ◽  
Nuno Correia

Hug@ree is an interactive installation that provides a bond between urban beings and the forest. It is an ARTiVIS (Arts, Real-Time Video and Interactivity for Sustainability) experience that provides interaction with trees and videos of trees in real-time, raising awareness of the natural environment and how individual action can collectively become so relevant. In this paper, the authors present an overview of the Hug@ree concept, related work, implementation, user experience evaluation and future work.


Author(s):  
Dipanjan D. Ghosh ◽  
Junghan Kim ◽  
Andrew Olewnik ◽  
Arun Lakshmanan ◽  
Kemper E. Lewis

One of the critical tasks in product design is to map information from the consumer space to the design space. Currently, this process is largely dependent on the designer to identify and map how psychological and consumer level factors relate to engineered product attributes. In this way current methodologies lack provision to test a designer’s cognitive reasoning and could therefore introduce bias while mapping from consumer to design space. Also, current dominant frameworks do not include user-product interaction data in design decision making and neither do they assist designers in understanding why a consumer has a particular perception about a product. This paper proposes a new framework — Cyber-Empathic Design — where user-product interaction data is acquired via embedded sensors in the products. To understand the motivations behind consumer perceptions, a network of latent constructs is used which forms a causal model framework. Structural Equation Modeling is used as the parameter estimation and hypothesis testing technique making the framework falsifiable in nature. To demonstrate the framework and demonstrate its effectiveness a case study of sensor integrated shoes is presented in this work, where two models are compared — one survey based and using the Cyber-Empathic framework model. It is shown that the Cyber-Empathic framework results in improved fit. The case study also demonstrates the technique to test a designers’ cognitive hypothesis.


Leonardo ◽  
2010 ◽  
Vol 43 (5) ◽  
pp. 482-483
Author(s):  

Oracle is an interactive installation, created in the framework of the eMobiLArt Project, which uses tracking systems, generative algorithms, sound and video, forming a dynamic environment. Through the change between an audiovisual display, and the sudden stillness of an image, while one stays still for a longer time, Oracle reveals its answer to the viewers. Witnessing the emergence of original semantics through our daily relationship with images and vast visual information, Oracle stands as a sudden metaphor of our collective unconscious.


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