Here, There, Anywhere
Welcome to the 2011 Digital Interaction Design Degree show website.
Everyday experiences of digital technology are everywhere – in our communities, our work and on our travels; in our cars, our beds and in our pockets.
Here are 14 projects by this year’s graduates in Digital Interaction Design at the University of Dundee that explore this ubiquity, but also its diversity.
Some are mobile apps, designed to be used almost anywhere, but by particular people and with particular content.
Others are conceived with particular contexts in mind,or to make connections between particular places or cultures.
Interaction design always involves people, design and technology, but depends on whether we are designing for here, for there or for anywhere.
Ambient Alerts is a new system
for drivers to help diagnose and understand faults that might occur with their vehicle. Existing engine warning lights are easily ignored, and struggle to communicate how serious the problem can be.
Ambient Alerts measures the error’s severity and displays it as a heartbeat on the user’s phone. The more severe, the more the heart will change and pulsate. Much like a games controller, the steering wheel vibrates with each heartbeat. The tactile feedback is important for problems that still require the driver’s attention, but otherwise might not have a tell tale physical symptom.
At present, the majority of social web users allow their social confidence
to diminish in the real world while it prevails in the cyber, Among a vast market of social interactions and frivolous functions.
As a culture who produce and consume data at an ever growing rate, we need more reasons to engage in a real social interaction with others, who are either very close to us, that we may have only been introduced to or anyone that we can share an interest with.
This ‘Social Utility’ allows the user
to provoke a social interaction with another person that they may know or would just like to converse with.
Bicycle Order System
Bicycle Order System promotes quicker recognition between the customer
and workshop. This enhances systemic flow between working within shop and enquiries being placed.
The system functions beyond and outwith the networked unit within the workshop and permeates toward instant connection between placing an enquiry or order as sent by online customer.
This system connects people and situations together using computers without directly using computers to gain this personal connection.
The walled unit flashes white light through its diffuser per quantity of enquiry requiring attention.
The system relies on online networked communication functioned by structured query language databases and the workshop website itself used by customers.
Somnus, aimed at those who have trouble sleeping, is a device utilizing audio media to divert the user
from stress and tension, facilitating relaxation and encouraging sleep.
The selection of audio tracks is at
the user’s discretion, providing media options tailored to individual needs
and personal preferences. Somnus is designed to be simple to use, the on/off pushbutton on the top also facilitating track selection. The device turns off after the desired play duration, which is increased/decreased by turning the top half of the device. Somnus, designed
for a bedside table, aims to fit into a user’s regular nightly routine.
The Expo Hive
The Expo Hive focuses on the experience of attending trade shows and conventions from a business perspective. The site incorporates
both the perspectives of visitors
and exhibitors and enables them to collaborate in an online environment with one another for increased communication. In contrast to many similar existing online sites that feature little to no imagery, the Expo Hive
has an area dedicated solely for the distribution and discussion of images both from visitors and exhibitors as a picture is far more capable of giving an insight into an environment or bringing back a memory. The site thrives on acting as a community and gives users an opportunity to extend and prolong their experience.
“Maps are probably the strongest invention after the wheel” (Firket, N, 2008).
Maps should be a tool that connects you to a city, not just to help you navigate you from A to B.
Map Your City allows the user to create a personal map to interact with a city allowing the user to gain a unique experience and memory of a city. The map creates a personal interaction
for the user to engage with places of interest.
Researching in New York led me
to focus and design my personal interactive map on the city. Map Your City helps you interact with the geography of New York City in a personal way.
With the current dominance of smart phone sales in the UK phone market alone, location based services have risen to the forefront of social media in 2011. Postcard is a social network that aims to not only continue this trend but to help friends, family and loved ones stay connected no matter how far apart. It focus on short-term travellers allowing them to conveniently record and share their unique experiences instantly with the people who matter back home. Once signed up, Postcard can create a digital journey with these travel stories through an interactive world map allowing friends to track their route across continents, find
out where they are currently situated and send messages all in a few simple clicks.
GoUnderground is a social network designed to make it easier to find and keep up with gigs within small, local music scenes throughout Scotland.
GoUnderground allows a much more simple and accurate approach to advertising and looking up music events online. By using the website, you can trust information listed is accurate and up to date due to its centralised event booking system – where artists don’t have to add the events they play to a calendar. Listeners can also browse for events by city, venue or by artist with just few clicks and can also subscribe
to regular event updates.
The term Geass originates from Irish mythology, it is an idiosyncratic curse, which was often placed upon the hero of the tale who would then be forced
to do a certain task. This is analogous of many fitness-training aids that set goals for the user to achieve. The Geass application, which has been designed on the iPhone for cyclists, is the opposite. It presents the user, with the data from their journey in a design that aims to be “Mind-Bogglingly Simple, yet Intricately Beautiful”. It is up to the user alone to want use the data displayed to enable them to better themselves with further training.
Play Your Part
A project which endeavours to strengthen the connection between designers and their audience to support and enhance the design process.
In order for designers to inspire, provoke and provide they need to understand the needs and desires of others. By involving and observing people in their own context, ‘Play Your Part’ aims to help designers overcome some of the obstacles which prevent them from experiencing those insightful moments that support and guide their practice.
‘Play Your Part’ is a conceptual platform that distributes discrete tasks to a wide audience of participants who are invited to engage with the defining aspects of emerging projects. Through analysis and active appreciation of audience feedback, designers can gain insights to inform the creation of interactions that may one day influence the audience directly.
Acoustic Poetry is a conceptual object through which profoundly deaf individuals can explore soundscapes
in everyday situations or special occasions. This is to enrich the connection with their environment,
a rare intention in medical sound awareness devices. Acoustic poetry seeks to spark a conversation about how designing for deaf culture could be more exploratory and emotional.
When the individual feels curious about a particular situation, they can use the object to broadcast an audio sample of the environment to a human interpreter. After listening in, the interpreter crafts a profound, poetic description of the soundscape, which is then sent back and displayed on the object.
For many young people, healthy eating is often brushed aside in favour of fast foods and fizzy drinks. With Appetite,
I aimed to create an application that uses incentives of video gameplay, such as humorous dialogue and character development through a cartoon
avatar of the user, to encourage them to complete real-life, food-based missions.
Upon completing a “quest” - such as “Include 2 vegetables in your next meal” - the user is rewarded with in- game points and trophies, which serve to mark their progress and give them positive reinforcement. The app does not aim to be forceful and turn bad culinary diets on their head, but instead attempts to be enjoyable and simply guide its users in the right direction.
Android Adventure Platform
The Android Adventure Platform (AAP) is a touch-screen interface designed
to accurately accommodate for the venerable adventure game genre on the much more modern Android mobile platform.
Most of the features prevalent in adventure games are more suited to mobile devices than static desktop PCs. In fact, some of the genre has already have been ported onto the iPhone market; however clunky controls and no Android support hold these games back from their potential. The AAP aims to support not only existing adventure titles, but also to act as a foundation for the development of the future generation of mobile adventure games.
We swear when we are hurt, happy or frustrated. These days the F word is completely ubiquitous, we hear it so many times every day. But what if you couldn’t swear? How would you get the cathartic release that uttering that four-letter word can bring?
F is for...returns the ability to swear
to one of the most pronounced cases, the profoundly Deaf/deaf. Through returning an albeit limited ability to swear I hope to raise a critical thought- provoking point among the medically centred communication aid community that an individuals use of language
is unique and as attitudes to words
and language change this should be mirrored in the devices.