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Which clippings match 'Experiences' keyword pg.1 of 1
21 JULY 2012

Reflection In Action: a shared platform for design discussion

"Reflection In Action is a conversation between two friends and colleagues – Eilidh and Helle.

It started when Eilidh was advising Helle on her thesis project at Copenhagen Institute of Interaction Design (CIID). The two of them had many, long, curious and insightful discussions where many ideas emerged about the world of design practice, the methods used and the challenges that accompany it.

After Helle graduated, she like Eilidh was hired by CIID to work within the Consultancy. After a long day of work during a research trip to the US, they found themselves in a dodgy college bar, drinking cheap beer and sketching the idea for Reflection In Action on a napkin. Eilidh and Helle wanted a place to house their ideas and discussion – A platform for reflection and action where they could develop a viewpoint on their daily creative practice and peruse their personal creative interests.

Reflection In Action is a place where they can show credit to the inspiring people they meet, the places they travel, the tools they use, and the experiences that influence who they are as designers."

(Helle Rohde Andersen and Eilidh Dickson)



a place • a platform for reflection and action • back of a napkin • cheap beer • CIID • college bar • conversation between colleagues • conversation between friends • Copenhagen Institute of Interaction Designcreative journey • daily creative practice • Denmark • design challenges • design consultancy • design discussion • design methodsdesign practicedesign toolsdesignersdiscussion • Eilidh Dickson • experiences • Helle Rohde Andersen • house ideas • ideas • ideas emerge • insightful discussions • interaction designinteraction designer • on a napkin • personal blogpersonal creative interests • places to travel to • research trip • Scotland • shared platform • sketching ideasviewpoint


Simon Perkins
20 MARCH 2012

What is Pervasive Media?

"For more than a decade, scientists have promised a world of devices and services that infuse the landscape of our daily lives with experiences that are designed to fit the needs of the situation. Beyond the laboratories, computing and communication technology has created a world in which people carry small, powerful, wireless computers and phones that are connected to the internet almost all of the time, from almost anywhere.

From gaming to outdoor displays, performance to public transport, pervasive media is delivered into the fabric of everyday life, tuned to the context at the moment of delivery. It sits at the emerging intersection of mobile computers, media technology, networks and sensors and offers significant opportunities for new types of digital media content and services, especially those linked to an awareness of place and location.

Pervasive Media is basically any experience that uses sensors and/or mobile/wireless networks to bring you content (film, music, images, a game...) that's sensitive to your situation – which could be where you are, how you feel, or who you are with. Oyster Cards are a simple pervasive device: so are audio guides at tourist attractions, which can give you extra information according to where you are and which bits you've been to already.

Pervasive Media is Digital Media delivered into the fabric of real life and based on the situational context at the moment of delivery"

(Pervasive Media Studio)



applied researchaudio guide • awareness of place • communication networkscommunication technology • computing technology • connected to the internet • contentconvergencedaily lives • devices and services • digital media • digital media content • digital media services • experiencesgamesinteraction design • location aware • mobile computers • mobile networks • moment of delivery • outdoor displays • Oyster Card • performance • pervasive device • pervasive media • Pervasive Media Studio • public transport • research centre • sensitive to your situation • sensorsituation • situational context • technical innovationtechnologytourist attractionsUniversity of Bristol • University of West of England • Watershed (cinema) • where you are • wireless computers • wireless networks


Simon Perkins
07 FEBRUARY 2012

Kickstarter: funding platform for creative projects

"Kickstarter is the world's largest funding platform for creative projects. Every week, tens of thousands of amazing people pledge millions of dollars to projects from the worlds of music, film, art, technology, design, food, publishing and other creative fields.

A new form of commerce and patronage. This is not about investment or lending. Project creators keep 100% ownership and control over their work. Instead, they offer products and experiences that are unique to each project.

All or nothing funding.On Kickstarter, a project must reach its funding goal before time runs out or no money changes hands. Why? It protects everyone involved. Creators aren't expected to develop their project without necessary funds, and it allows anyone to test concepts without risk.

Each and every project is the independent creation of someone like you.Projects are big and small, serious and whimsical, traditional and experimental. They're inspiring, entertaining and unbelievably diverse. We hope you agree... Welcome to Kickstarter!"

(Kickstarter, Inc.)



Simon Perkins
04 FEBRUARY 2004

Information Interaction Design: A Unified Field Theory Of Design

"Interaction Design, which is essentially story–creating and telling, is at once both an ancient art and a new technology. Media have always effected the telling of stories and the creation of experiences, but currently new media offer capabilities and opportunities not yet addressed in the history of interaction and performance. In particular, the demands of interactivity are often misunderstood by all but the most experienced storytellers and performers. How these skills are expressed through interactive technologies and what demands and interests audiences will have for these remains to be understood. Consequently, there are also few sources of information about these issues and the techniques used to meet them. This is new territory that is desperate for some new ideas and cogent explanations. It is also the most critical component to the success of interactive products."
(Nathan Shedroff)



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