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Which clippings match 'Portal' keyword pg.1 of 1
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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TAGS

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
11 MARCH 2014

A portal to the underworld in Jean Cocteau's Orphée (1950)

"Jean Cocteau's update of the Orpheus myth depicts a famous poet (Jean Marais), scorned by the Left Bank youth, and his love for both his wife, Eurydice (Marie Déa), and a mysterious princess (Maria Casarès). Seeking inspiration, the poet follows the princess from the world of the living to the land of the dead, through Cocteau's famous mirrored portal. Orpheus's peerless visual poetry and dreamlike storytelling represent the legendary Cocteau at the height of his powers."

(The Criterion Collection)

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1950after deathafterlifeallegoryblack and whiteboundary-crossing • Classical mythology • contemplating mortality • Criterion Collection • deathdreamdreamlike storytellingEurydicefantasy about deathglass portalgloveheterotopiain-limboJean CocteauJean Marais • land of the dead • Left Bank youth • legendlove • love and death • love story • Maria Casares • Marie Dea • mirror • mirrored portal • mortalitymythOrphee (1950)Orpheus • Orpheus (1950) • Orpheus myth • otherworldlinessplaceless placeplacelessnesspoetportalprincessSFXspecial effectssurrealist cinemathreshold spaceunderworld • visual poetry • visual spectaclewaterwife • world of the living

CONTRIBUTOR

Simon Perkins
01 DECEMBER 2008

E.M. Forster's The Machine Stops

"The story describes a world in which almost all humans have lost the ability to live on the surface of the Earth, and most of the human population lives below ground. Each individual lives in isolation in a standard 'cell', with all bodily and spiritual needs met by the omnipotent, global Machine. Travel is permitted but unpopular and rarely necessary. The entire population communicates through a kind of instant messaging/video conferencing machine called the speaking apparatus, with which they conduct their only activity, the sharing of ideas and knowledge with each other.
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Clearly, even in 1909 Forster was deeply concerned that Man was in danger of becoming unable to live without the technology that he created, and of forgetting that it was he who created it.

The story predicted several technological and social innovations, such as the 'cinemataphote' (television) and videoconferencing. Forster also sought to establish the value of direct experience, which is threatened by excessive involvement in virtual communities. This shows remarkable foresight, and the book describes many nuances of "online life" over 70 years before the Internet was even invented."
(Jacques de Beaufort)

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CONTRIBUTOR

Simon Perkins
30 JANUARY 2006

A-Ha Take On Me: boundary-crossing to another dimension

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1980s19852D representations • A-Ha • Alan Tarney • Altered States (1980) • another dimensionboundary-crossingbreaking the fourth wall • Bunty Bailey • comic bookcomic book styleglass portalhand-drawn animation • Hunting High and Low (1985) • interzone • Kims Cafe • living pictures • Morten Harket • motorcycle • motorcycle sidecar • MTVMTV Video Music Awardsmusic videoNorwegianOrphee (1950) • pencil drawn • pencil-sketch animation • Philip Jackson • pipe wrench • pop musicportal • racing • romantic fantasy • rotoscope animationrotoscopingstepping out of the frame • Steve Barron • synthpop • Take on Me (song) • two-dimensional barriervisual spectaclewaitressWarner Music Group
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