May 15

PiRT at IDEAS CITY – Saturday May 30 12-6pm

SATURDAY

05/30

12:00 PM – 6:00 PM

Playable Media Lab (Sarah Lawrence College),

Public Interactives Research Team (the New School):

Let’s SEE the Trash!

 

Let’s SEE the Trash is a mobile augmented-reality app about garbage. This project intends to address the “out of sight, out of mind” phenomenon surrounding waste and discard in everyday life. While pointing this app at a trash can, users will connect to micro narratives that describe the lifecycle of trash near the Festival site. This app also features the many ways garbage collection is a part of the Invisible City.

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May 6

Progress on Online Gallery of Public Interactives

The Public Interactives Research Team is busy compiling data to be included in an Online Gallery of Public Interactives. The project will serve to function as a curated repository for examples of PI’s in the wild, and a platform by which to apply analytics to better understand the phenomenon. More info on the project soon.

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May 5

Summary of experience // Temperament of Space @ Dawn of Summer event

I just wanted to send along a quick summary of my experience with Curiosity of Temperament of Space during the Dawn of Summer event at The New School University Center on Friday 5/1, specifically highlighting areas where I feel the piece was really successful, our challenges where the piece might be able to improve, and other general observations.
I would estimate the age range of students who were experiencing the piece as 18 to 27. The ratio of female visitors to male is what I would call 3 to 1, for every 3 female visitors, there would be one male visitor. I would estimate the average length of experience with the piece at between 1 to 3 minutes, with the short outliers around 30 seconds, while the longest stay with the piece were two students constantly interacting with it for well over 30 minutes (more on these two later). In total I believe the piece saw between 60 and 70 unique visitors over the course of the 12 hours.
Feedback that I received from visitors was overwhelmingly positive. I took questions about who on campus was responsible for the piece, and found myself describing the nature of the research, and also the Public Interactives Research Team. Many visitors had specific questions about the technology and software that were employed, and how each were working in specifics to “see” or “detect” them.
< Successes >
Many visitors were drawn in by the visual aesthetics of the piece, to be pleasantly surprised by the interactive audio element. Many commented that the piece was “relaxing” and “meditative”, that the audio and visual elements were “beautiful”. Some visitors wanted to know where in the world the natural imagery was taken from. Some visitors, even though the interaction design meant that the interaction with the piece was “slow” rather than a direct mirror of their movements, wanted to DANCE in the piece. At least 10 visitors over the course of the evening did this. Watching these visitors, I got the sense that their perception was as if the piece augmented, rather than mirrored, their movement. One group of students, actors from the drama school, mentioned that the piece could function well as a teaching aid (act out what you see, and what you see acts with you).
< Challenges >
Many visitors had to be prompted to enter INTO the piece to interact with it. At one point, Dale taped arrows on the ground in an attempt to help people into the space, then into the piece to begin the interaction (unfortunately, it didn’t help much). I found that if I greeted guests and told them to walk in a general direction and that “something cool” would happen, visitors took that as a general invitation to enter the piece. I also thought that general instructions kept visitors in the space longer as opposed to directing them specifically and telling them what would happen.
< the Outliers >
Two Parsons fashion design students, undergrad juniors, one male, one female, spent a very long time with the piece, and in the room in general. Each of them commented that the piece was relaxing and that they enjoyed the pace at which the piece interacted with them. Each told me that they were very stressed out by their final projects and that the piece helped them to relax in a really engaging, but not ‘lame’ way. They made fun of the dance party happening in another part of the building, and that Temp of Space provided them with a great social/technological alternative. Them seemed to enjoy watching other visitors interact with the piece. The male student was very interested with the technology and commented that he wished the fashion department would incorporate reactive elements into their design curriculum.
< Suggestions for further development >
* a random mechanism with the audio distance detection, where once a users distance is detected the upper and lower bounds of the ultrasonic sensor are altered slightly (for instance +/- 5), to prevent users from finding a zone that does something specific. Essentially, to contextually randomize the experience further to promote further engagement and wandering within the space.
* We should consider strategies for shepherding users/visitors INTO the space, eliminating (or reducing) the need for a person to be there with the piece to guide visitors inside.
-David Wilson
Research Assistant
Public Interactives Research Team
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May 5

We are the Public Interactives Research Lab

PIRL is a research-design project led by Dr. Anne Balsamo. The term Public Interactives names the broad category of mediated experiences that are now on offer in communal and public spaces.

  • Public Interactives are technological devices that serve as the stage for digitally mediated conversations with audiences members in communal spaces such as museums, theme parks, tradeshows, outdoor entertainment plazas, and urban streets.
  • Public Interactives include works of public art that evoke new experiences and perceptions through experiments with scale, mobility, built space, and modes of human engagement in public spaces;
  • Public Interactives are a mode of public communication designed to engage people through the use of digital media in conversations for the purposes of information exchange, education, entertainment, and cultural reproduction.

A compelling example of a Public Interactive was British Airway’s The Magic of Flying advertising campaign situated in London, England, United Kingdom – 2013 by Ogilvy & Mather UK. Photo from fastcocreate.com

 

Members of the Public Interactives Research Team include SMS Head of Creative Technologies Dale MacDonald, SMS Associate Professor Diane Mitchell, Sarah Lawrence College faculty member Angela Ferraiolo, and students from various New School programs.

The team’s current research design projects include:

  • The AIDS Quilt Touch Digital Experience – funded by grants from the National Endowment for the Humanities, Microsoft Research, and The New School. The team recently presented the project at SIGGRAPH 2015 in Los Angeles.
  • Development of an Online Gallery of Public Interactives.
  • Prototyping Experimental Embodied Interfaces.
  • Exploring Interactivity in the Wild.

The team always welcomes new members. For more information please contact research assistant David Wilson at wilsd575 at newschool.edu.

 

Sunny Sale, a sundial QR code developed by E-mart, is another interesting example of a Public Interactive situated in Seoul, South Korea – 2012. Photo from displaypro.wordpress.com

 


Featured Image – The BCP Affinity, Banco de Crédito Building located in the San Isidro District of Lima, Peru is an example of a Public Interactive as a large media facade. The facade’s LED display is controllable by the public via a large touchscreen. Photo from http://www.colorkinetics.com/showcase/installs/BCP-Affinity/

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