Arti e Culture Digitali Lezione 1, Luca Simeone

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Arti e culture digitali Scenari di comunicazione interattiva esperienziale

Maggio 2008

Short Profile Fondatore e Experience designer (Vianet) -  MTV, Playstation, Nintendo, Sony, Uip Consulente Commissione Europea - Progetti Media e ICT

Roadmap Lezione 1. Scenari di comunicazione interattiva esperienziale

1.  Arti e culture digitali: un modello 2.  Tendenze tecnologiche 3.  Alcuni esempi 4.  Scenari di lungo periodo e weak signals

Lezione 2. Experience design nelle sue dimensioni di marketing, estetiche e operative

1.  Experience design: una definizione 2.  Marketing esperienziale 3.  Strategie di design 4.  Estetiche dellʼesperienza

1. Arti e culture digitali: un modello

Modello esperienziale

User

Perceptual experience

Emotional experience

Cognitive experience

Symbolic experience

Pragmatic experience

Digital Interface

Social and cultural setting

2. Tendenze tecnologiche

Linee di sviluppo tecnologiche 1/2 •  Diffusione e enhancement delle superfici interattive:

–  migliore risoluzione –  pellicole digitali –  proiezioni olografiche –  videoproiezioni da devices miniaturizzati

•  Diffusione infrastrutture tecnologiche light: –  Broadband –  Wireless –  Location-based services –  Tecnologie consumer di broad/narrowcasting –  > Viral communicaton

Linee di sviluppo tecnologiche 2/2 •  Sistemi di calcolo evoluti e miniaturizzati •  Interoperabilità piattaforme e linguaggi •  Sensori evoluti:

–  Audio –  Video –  RFID / LBT –  Biometrici –  …

•  Attuatori evoluti: –  Interfacce interattive multimodali –  Sistemi fisici robotizzati –  Generatori polisensoriali e sinestetici

•  Consumer-generated media

Techno-business concepts •  Marketing delle esperienze •  On demand lifestyle: Technology and connectivity leads to “on demand” •  Customer has been sucked into the production processor value chain •  New business models, towards increased customer/user knowledge and interactivity

–  Do-it-yourself: ConsumActor –  Co-design: TransformActor –  Co-creation: InnovActor

•  Supply-Chain management, CRM-oriented •  Creative commons license •  Peopleʼs driven experiences •  Long-tail

–  An Amazon employee described the Long Tail as follows: “We sold more books today that didn’t sell at all yesterday than we sold today of all the books that did sell yesterday.”

3. Alcuni esempi

Skins “Architecture is no longer simply the play of masses in light.

It now embraces the play of digital information in space.”

Dario Buzzini, Not so white wall (2004)

RGA, Reuters Digital Sign, NY (2004)

Sony, Digital display prototype (2007)

MIT, Digital Water Pavillion, EXPO 2008, Zaragoza (2008)

Philips, Skin Probes / Dresses (2007)

Philips, Skin Probes / Tattoo (2007)

Dual architecture Dual architecture shows displays of virtual environments, characters and interactive

games, which can be played in real environments.

Jung von Matt & Next, www.seite1girl.de , Berlin (2006)

Iconnicholson.com (2008)

Remote controls

“Mobile phones as remote control of our lives” (Bruce Sterling)

ITP Students, Awaire, NY (2004)

MIT / IDEO, Wearables (1999)

Object-based media & natural interaction

Kelly Dobson, Blendie (2003-2004)

Alessandro Valli, Sensitive Wall (2007)

Ranjit Makkuni, Ethernal Gandhi Museum, New Delhi (2007)

Bruce Sterling, Spimes (2004)

Ben Waber, Smart Badges Track Human Behavior, Tokyo (2008)

Byob 1

What is a conversation like between a handbag and a scarf? How can you mediate their conversation and when is your skirt allowed in on the discussion? As a woman is about to leave her house, her handbag may solicit the weather forecast from the humidity sensor on its fellow smart curtain. It might deliver the news of an impending downpour by saying ʻI think it might rain. Go get your umbrella.” And after deliberating with her coat pocket, the handbag may use ambient light to caution the user if sheʼs forgotten her cell phone.

BYOB Build Your Own Bag

Byob 2

Bots

“Children of our minds”

Takanori Shibata, Paro (1992-ongoing)

MIT CSAIL Humanoid Robotics Lab, Domo (2007)

Out of the screen

Thermoplastic printers and extreme modding (2008)

ATM for books (2008)

Macrotrend 1/2 •  Physical computing (in the broadest sense, means building interactive physical systems by the use of software and hardware that can sense and respond to the analog world. In practical use, the term most often describes handmade art, design or DIY hobby projects that use sensors and microcontrollers to translate analog input to a software system, and/or control electro-mechanical devices such as motors, servos, lighting or other hardware)

–  Natural interaction (more natural ways for people to interact with digital environments through physical or tactile triggers)

•  Augmented reality (Consiste nel sovrapporre alla realtà percepita dal soggetto una realtà virtuale generata dal computer. La percezione del mondo dellʼutilizzatore viene “aumentata” da oggetti virtuali che forniscono informazioni supplementari sullʼambiente reale) •  Wearable computing (Wearable computers are computers that are worn on the body, They have been applied to areas such as behavioral modeling, health monitoring systems, information technologies and media development.) •  Context awareness (tecnologia sensibile al contesto) •  Ubiquitous computing (tecnologia invisibile integrata nell'ambiente)

Macrotrend 2/2

•  Domotica (Home automation, also called domotics, is a field within building automation, specializing in the specific automation requirements of private homes and in the application of automation techniques for the comfort and security of its residents)

4. Scenari di lungo periodo e weak signals

Web 3.0 Nova Spivack defines Web 3.0 as the third decade of the Web (2010–2020) during which he suggests several major complementary technology trends will reach new levels of maturity simultaneously including:

* transformation of the Web from a network of separately siloed applications and content repositories to a more seamless and interoperable whole. * ubiquitous connectivity, broadband adoption, mobile Internet access and mobile devices; * network computing, software-as-a-service business models, Web services interoperability, distributed computing, grid computing and cloud computing; * open technologies, open APIs and protocols, open data formats, open-source software platforms and open data (e.g. Creative Commons, Open Data License); * open identity, OpenID, open reputation, roaming portable identity and personal data; * the intelligent web, Semantic Web technologies such as RDF, OWL, SWRL, SPARQL, GRDDL, semantic application platforms, and statement-based datastores; * distributed databases, the "World Wide Database" (enabled by Semantic Web technologies); and * intelligent applications, natural language processing, machine learning, machine reasoning, autonomous agents.

Evolution toolkit, Pearson •  Synthetic biology •  Electronically enhanced functionality •  Add cyberspace duality •  Blur boundaries between individuals •  Group life forms •  Modify genomes •  Machine intelligence •  Hybrid organic-electronic organisms

Networked organisms, Pearson •  Using active skin or cellular implants, we can connect directly to the nervous system or biological processes of any organism. •  Truly hybrid real/virtual organisms •  Animals could find mates via dating sites and satnav •  Can make collective organisms •  Global collective organisms could exist

Hybrid animals, Pearson

Linking minds into cyberspace, Pearson •  We already have basic thought recognition today •  Billions going on programmes to enhance human performance by linking our brains to electronics •  We will have vastly superhuman machines that can support emulation of many human minds at once •  We will eventually have genetically optimised hybrid human-machines with minds that run partly in the brain and partly on computers homo hybridus •  Link nervous systems together •  Fuzzy boundaries between people, telepathic linking via bionic implants, personality modification

Pearson

Shared consciousness & awareness? Shared personalities?

Weak signals, Hiltunen “Weak signals are warnings (external or internal), events and developments that are still too incomplete to permit an accurate estimation of their impact and/or to determine their complete responses” Igor Ansoff (starting from 1970’s)

•  Anticipating the future (pattern management, sensemaking) •  Innovating and creating the future(breaking our mental models)