Google shares the design ideas behind Google maps. For example they used a blur test...
Showing posts with label interaction design. Show all posts
Showing posts with label interaction design. Show all posts
Monday, August 18, 2014
Friday, March 7, 2014
Wednesday, July 10, 2013
Everyday augmented reality
Not only Google glasses, but smartphones are already part of making augmented reality dream real.
When we worked with context photography, we exlored new possibilites for everyday phography experiences. Visual effects based on senorinput from movement, temperature, sound etc. Playing with the digital possibilities of camera technology to achieve a new phototgraphy experience as well as on the resulting pictures.
Today, the camera is used for millions of things that is augmenting and adding to what our own senses can experience. It's like experiencing the world through a whole new set of sensation and perception possibilities. In the future I want every cartrip to be a backseat adventure through the cameralense, and see the world how it looked a hundred years ago, today, and I want to play with the surroundings and see and change the world. This is also empowering people to see "beyond" what is on the label in the store... and make a change.
Some examples of playing/seeing other things through the camera lense:
Reality mindcraft
Backseatgaming
Context photography
Buycott
And there are millions of apps already....
When we worked with context photography, we exlored new possibilites for everyday phography experiences. Visual effects based on senorinput from movement, temperature, sound etc. Playing with the digital possibilities of camera technology to achieve a new phototgraphy experience as well as on the resulting pictures.
Today, the camera is used for millions of things that is augmenting and adding to what our own senses can experience. It's like experiencing the world through a whole new set of sensation and perception possibilities. In the future I want every cartrip to be a backseat adventure through the cameralense, and see the world how it looked a hundred years ago, today, and I want to play with the surroundings and see and change the world. This is also empowering people to see "beyond" what is on the label in the store... and make a change.
Some examples of playing/seeing other things through the camera lense:
Reality mindcraft
Backseatgaming
Context photography
Buycott
And there are millions of apps already....
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Pictures taken with the context camera |
Tuesday, April 16, 2013
Visualization of design-oriented research.
Interesting perspectives of design research!
Visualizing research in design.
Written for Interactions magazine by Liz Sanders. Edited by Hugh Dubberly
Visualizing research in design.
Written for Interactions magazine by Liz Sanders. Edited by Hugh Dubberly
Thursday, January 3, 2013
Designing interactions
The desktop metaphor is a way of interacting that once upon a time was transferred from how publishers were working with documents. A tangible practice informing a digital practice, not intented only for publishers. This and other things is presented in Designing interactions (either as video or text):
http://www.designinginteractions.com/download
I believe that there will be much more that we can sucessfully transfer from practices. There are digital properties that we are missing in the physical world.... and vice versa.
I have previously been working with how to enable digtial properties for more physical paper-based practices. A few years ago we studied the Gothenburg film festival, and investigated how to keep their paper-based practice - yet giving it some digital properties. This was then investigated with the Pin&Play technology, that today has been taken much further by Nocholas Villar among others.
http://www.designinginteractions.com/download
I believe that there will be much more that we can sucessfully transfer from practices. There are digital properties that we are missing in the physical world.... and vice versa.
I have previously been working with how to enable digtial properties for more physical paper-based practices. A few years ago we studied the Gothenburg film festival, and investigated how to keep their paper-based practice - yet giving it some digital properties. This was then investigated with the Pin&Play technology, that today has been taken much further by Nocholas Villar among others.
Wednesday, November 21, 2012
The craft of interaction design and service design
Interesting how the craft of website wireframing or app wireframing appears to have much in common with service blueprint and customer journeys. It's an art to make it work well, and there is not one perfect solution that fits all cases?
http://maquinastudio.com/blog/2009/08/the-fine-art-of-wireframing/
http://maquinastudio.com/blog/2009/08/the-fine-art-of-wireframing/
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