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Which clippings match 'Interaction Design' keyword pg.1 of 15
30 MARCH 2016

Storytelling through playful interactions

"For the new Zippy kidswear store in Setúbal, Portugal we designed two interactive installations and built both in-house at D&P. The 'Sound Poster' is a screen-printed panel that uses conductive ink to trigger sounds from the printed characters, and the 'Fun Receipt' is a receipt for kids, which prints out of a giant mouth on the cash desk and includes characters to colour in, mazes and other games."

(Elly Bowness, 2015)

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TAGS

2015 • Bare Conductive (agency) • click to explore • come to life • conductive ink • conversation starter • Dalziel and Pow (agency) • digital ink • experience designhand-drawn illustrationinteraction designinteractive animationsinteractive displayinteractive graphical visualisationsinteractive graphics • interactive illustrations • interactive imageryinteractive information design • interactive information graphics • interactive information visualisationinteractive wall • K2Screen (agency) • Ototo • physical interactive storytelling • playful digital animations • Portuguese brand • projected animation • Retail Design Expo • retail expo • screenprinted illustrations • spring to life • visual communication • Zippy (childrenswear brand)

CONTRIBUTOR

Simon Perkins
04 OCTOBER 2015

Connbox: prototyping a physical product for video presence with Google Creative Lab, 2011

"At the beginning of 2011 we started a wide-ranging conversation with Google Creative Lab, discussing near-future experiences of Google and its products. They had already in mind another brief before approaching us, to create a physical product encapsulating Google voice/video chat services. This brief became known as 'Connection Box' or 'Connbox' for short…

There were interaction & product design challenges in making a simpler, self-contained video chat appliance, amplified by the problem of taking the things we take for granted on the desktop or touchscreen: things like the standard UI, windowing, inputs and outputs, that all had to be re-imagined as physical controls.

This is not a simple translation between a software and hardware behaviour, it’s more than just turning software controls into physical switches or levers.

It involves choosing what to discard, what to keep and what to emphasise.

Should the product allow ‘ringing’ or ‘knocking’ to kickstart a conversation, or should it rely on other audio or visual cues? How do we encourage always-on, ambient, background presence with the possibility of spontaneous conversations and ad-hoc, playful exchanges? Existing ‘video calling’ UI is not set up to encourage this, so what is the new model of the interaction?

To do this we explored in abstract some of the product behaviours around communicating through video and audio. "

(Matt Jones, 26 February 2013, Berg Ltd)

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2011 • Apple FaceTime • Berg Ltd • communications interaction interface • computer-mediated interaction • connbox • design prototypedesigning for interaction • development log • Durrell Bishop • experiential proof • form and functionfuture interfacesGolan Levin • Google Creative Lab • Google Hangouts • Google Plus • hardware prototyping • interaction designinteraction styleslive video • Luckybite • material exploration • near-future scenariosOpenFrameworks • physical product • portalproduct design • prototyping brief • research and developmentSkypesoftware prototypingtechnology affordances • teleconference • video calling • video chat • video conferencing • video phone • video presence • video-based communication • videoconferencing

CONTRIBUTOR

Simon Perkins
22 DECEMBER 2014

BBC Footballers United WWI interactive drama

"I undertook the interaction design of the project on behalf of 100 Shapes. I worked with the visual designer to develop and refine the concept over several months, informed by feedback from the clients, producer and developers. In designing this piece we overcame unique creative challenges, including revealing the wealth of supporting content and archive material within the context of the linear drama to allow viewers to follow a a different journey to explore the deeper human narrative."

(Suzie Blackman, November 2014)

[A discussion about he design process of creating BBC History's interactive drama entitled Footballers United (2014), which was produced by Somethin' Else and 100 Shapes (who produced the website and interactive features). ]

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100 Shapes (agency) • 2014audience interactionBBC History • BBC World War One centenary season • creative challenges • creative lead • cue sheet • design for the screendesign processdigital agency • digital products • football teamFootballers United (2014) • graphing technique • interaction designinteraction designerinteractive dramainteractive featuresinteractive mediainteractive timeline • page schematic • page-plan • Prix Italia • screen blueprint • Somethin Else (agency) • Suzie Blackman • user experience design • user experience designer • UX designer • website wireframe • went to war • wireframe • wireframing • women designers

CONTRIBUTOR

Simon Perkins
07 DECEMBER 2014

ActiWait: gamifying a pedestrian crossing with interactive pong game

ActiWait "makes waiting at the crosswalk for the signal to change more fun. The game is played while the light is red for the waiting pedestrians: a touch screen is mounted on two signal posts opposite one another. It is operated with your finger. Modeled after 'Pong', the computer game that has long since become a classic, there are two bars on the display, with which–moved with your finger –a ball can be batted back and forth. You get a point for every time your opponent misses the ball. In other words, this is a classic game with a new look and, perhaps most surprising, in a very different environment. Another charming part of the game: the opponents meet completely spontaneously and randomly, without knowing each other.

The idea for the project was first visualized in 2012 in a short video clip, in which the situation was simulated to look very life–like. In actual fact, the video presentation was a perfectly crafted synthesis of animation and real images. The simulation was developed on the computer and projected onto the traffic–signal buttons filmed with a green screen."

(HAWK Press Office)

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2012 • ActiWait • Christiane Dienel • computer gamecrosswalkdesign prototypedesign student projectdesigning experiencesgamificationGermany • HAWK Hildesheim • HAWK Hochschule fur angewandte Wissenschaft und Kunst • Hildesheim • Holger Michel • Ingo Meyer • interaction designMasters studentspedestrian crossingplayPongproduct designpublic spacepublic space use • Stefan Woelwer • StreetPong (prototype) • traffic intersectiontraffic light • traffic light button • traffic signal • University of Applied Sciences and Arts • urban infrastructure • urban interaction • user interactions • wireless connection

CONTRIBUTOR

Simon Perkins
24 OCTOBER 2014

What if scenario used to paper prototype DynaBook tablet interface

"In 1968 Kay created a very interesting concept – the Dynabook. He wanted to make A Personal Computer For Children Of All Ages – a thin portable computer, highly dynamic device that weighed no more than two pounds The ideas led to the development of the Xerox Alto prototype, which was originally called the interim Dynabook. It embodied all the elements of a graphical user interface, or GUI, as early as 1972. The software component of this research was Smalltalk, which went on to have a life of its own independent of the Dynabook concept."

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CONTRIBUTOR

Simon Perkins
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