“Assistant Professor Brian O’Keefe and five Visual Communications students specializing in Interaction Design went to Edinburgh, Scotland this past summer to participate in an intensive five-day “Blended Spaces” workshop at Edinburgh Napier University.
The students – Julius Capio, Jean Chang, Zohal Azimi, Kim Gentry and Genevieve Quiban – also attended the Designing Interactive Systems Conference, where they rubbed elbows with Interaction Design researchers, practitioners and academics. Professor O’Keefe chaired the workshops….” Read Full Story
The Designing Interactive Systems (DIS) 2017 conference was held this year in Edinburgh, Scotland, UK. This international ACM SIGCHI conference has been an important community for Human Computer Interaction and Interaction Design researchers, practitioners and academics. Farmingdale State College had an important presences at this international conference as faculty chaired the workshops, while students participated as volunteers and attended the conference.
Interaction Design Students in the Visual Communications Department at Farmingdale State College experienced;
- design workshop lead by practitioners from Volvo Cars, Sweden with a keen focus on personalizing the automation of self driving cars.
- design workshop led by faculty from University of California, Berkley to understand new uses of bio data
- design workshop led by faculty from the Open Lab, University of New Castle, to engage the Arab community to better design interactive systems.
- interaction design research methods by Facebook London.
- formal British dining events that opened doors for networking and careers, and much more.
The collaborations between Farmingdale and Napier students resulted in three design fictions. These storyboards, highlighted human-centered problems that exist in the physical environments and then used the Blended Spaces Framework to solve these problems. The Blended Spaces that the students created aimed to carefully and diligently use digital technologies that dissolved into the physical environment. The goal of each design fictions is to illustrate new user experiences at Jupiter Art Land.
Each student group presented their design fictions to a panel of interaction design factually from the Centre of Interaction Design, Edinburgh Napier University. This event concluded the five day workshop. However, collaborations between the students and faculty from both institutions are on-going.
After identifying 27 unique ideas that looked at blending digital and physical spaces at Jupiter Art Land, the student teams identified three opportunities. These three projects were organized with the Blended Spaces Framework, e.g. Generic Space, Physical Space, and Digital Space. Students and faculty are working together to formalize the fourth space or the Blended Space. The projects are, the Storytelling Tree, Loos and In Memory.
Students and faculty from Farmingdale State College and Edinburgh Napier University walked the grounds of Jupiter Art Land. The goal was to explore what kinds of blended interactions could be possible moving between digital and physical spaces at a sculpture park.
For example, students proposed augmenting the sculptures of Apolo to learn more about heavens, while, the user’s physical position around the large sculpture could tell different digital Greek stories. Another example included putting an arm around the weeping stone children as if consoling the frozen stone child. The digital interaction could be automated monetary donation to a child hunger charity.
Students explore Jupiter Artland in Mind Craft after visiting the physical environment. The above image shows students in a Jupiter Artland classroom, while digitally navigating the virtual environment. The students posed themselves in Mind Craft for a class photo.
After having a lecture with Professor David Benyon, at the Centre for Interaction Design at Edinburgh Napier University, Farmingdale and Napier students put their learnings to use and identified commercial examples of Blended Spaces. Blended Spaces in which digital content and physical environments merge. The students identified commercial experiences below and noted whether the blend was “seamless” or “broken” from the users’ point of view. Here are a few examples of their findings.