Thursday, December 3, 2009

Design studio of CSR Game part 2

studio idea worked well, with several in the group sketching on the design concept. Having people not only brainstorm ideas but rather develop individual ideas we were able to find the best parts from everyone and combine them in to one concept and start developing further.

The wireframes was a good way to present ideas to our client. I pointed out that these were just sketches and not finished design. Think it's important to clarify that, so it doesnt become confusing. I noticed that our client likes that the design process is open so she can get include all her ideas.

For next phase wireframes and storyboard will be created in two phases and used more in an 'orthodox' sense. The wireframes will be built on to what has been created in the storyboards.

Sunday, November 29, 2009

Design studio of CSR Game

We are in the initial process of design studio i.e. an agile working method that starts with a design studio where designs are presented internally and getting feedback in the spur of the moment. From there on designs are developed based on the best part on the design studio.

Started with almost designing the interface, however changed it to wireframe sketches to keep the design open. I came up with wireframes, with some in a storyboard manner and some in shape of mock-ups. It sounds confusing.. and it is : ) Traditional readers might think the mentioned design techniques should be kept apart!? We'll see tomorrow on the design studio day what the internal group thinks about the technique and the design.

To be continued...

Tuesday, September 15, 2009

Internet-based activism - The Green Party

For the election to the Europe parlament 2009 the Swedish Green Party (Miljöpartiet) pointed out the importance of integrity on the web for all citizens. They had their leader Maria Wetterstrand - in a commercial on Spotify (the spot, though in Swedish) - talking about their stand against surveillance society as well as advocating on file sharing in non-commercial purpose.

Through this use of Spotify, blogging a lot and twittring on Twitter The Green Party succeeded and doubled their result. Together with their friends in the European Free Alliance they received 53 mandate, which was ten more than the former mandate period.

Saturday, September 12, 2009

New Cultural Media

The Language of New Media
Lev Manovich (2001)

Prolouge, Introduction, Chapter 2 and 3

Manovich refers new media to computer media which consists of web sites, virtual worlds, multimedia, computer games, interactive installations, cinema and human-computer interfaces. The book examines in which ways the new media relies on older cultural forms and languages, and in what ways it also breaks with them. It's interesting when Manovich is examining media of our present time through the lens of a movie enthusiast of the old school. He surely understands the birth and development of cinema and its impact on the culture. The author also takes on other perspectives to create bridges between old and new media.


Man with a Movie Camera

The avant-garde film Man with a Movie Camera (clip 1 of 9 on youtube) made by the Russian Vertov in 1929 is mentioned throughout the book. The film had no well-definied language of that time with neither story or dialog. It is instead filled with an endless use of techniques. Normal footage morphs into manipulated footage, new techniques appear one after another creating 'effects'. A new language is born in cinema. We start to realize all possibilities that exist with the movie camera. The film is an eye-opener in all types of media, letting us understand the possibilities offered by e.g. web sites, multimedia, interactive productions as long as we are willing to try out new ways in the medium.


Cultural interfaces

In 'Interface culture' Stephen Johnson claims that all culture, past and present, is filtered through the interface when the web browser made such an impact with the growth of internet in the 1990s. Manovich elaborates on the interface as a crucial part in the culture by using the term 'cultural interface' to describe human-computer-culture interface. Manovich means that as all forms of culture becomes computer-based - texts, photographs, films, music, virtual environments - and we are now interfacing to a culture encoded in digital form. He also discusses how interface plays a crucial role in todays information society as work and leisure not only involve a lot of computer use, but they also converge in the same interfaces. Erasing the border between professional and amateur, creator and user has propelled a lot of users to become culture producers. The interface isn't the only cause for this development. Software programs like web browsers, search engines, word processors, media editing applications are used by both producers and users which erases the border between work and play. The difference in functionality and cost between professional and amatuer programs are not huge as it was with old media. Marcus also discusses this and mentions the open source software being made available for free. To put this all in perspective - film equipment in old media did cost a fortune in comparison to what is needed today to create new media.


Compositing versus montage

Compositing is mentioned as one type of operation used frequently in creation of new media. Digital compositing is the process of combining movie image sequence and stills using many layers into a single sequence. Operation is used in a lot in movies like Star Wars 1, Spiderman etc with the use of blue-screen.


Seeds of this type of operation can be found in movies made by Jean-Luc Godard when moving from one image to another by slowly and gradually switching between the two. Images flickering back and forth until continuing the story. Godard also mixed two, three images that gradually fade in and out, but never disappear completly. Compositing is often described as the opposite to the montage operation. Whereas the goal of compositing is to create a seamless, virtual space and perceive it as a whole even though it consists of hundreds or even thousand of layers, the aim of montage is to create visual, stylistic, semantic and emotional discernment between different elements. Although digital compositing often is used in the described way it does not always has to be the goal. Borders between different worlds dont have to be erased. The effect can be very significant when not merging everything together smoothly. In a new movie "Public enemies" by Michael Mann the scenery takes place in the 1920s. Mann sometimes uses compositing withouth making it seamless and thereby giving it a older feeling. Ontological montage is another example of not putting all elements in a seamless whole. It advocates the coexistence of incompatible elements within the same time and space. This creates a variety of perspectives in a scene, which lets the user interact with their chosen perspective without clashing with the other perspectives.


Continuation or not

Further discussing the operations montage and compositing, though in another perspective - how the different operations creates different flows. Much of new media has a flow of continuation. Looking at computer games with their smooth composites, morphing, uninterupted navigation creates an aesthetics of continuity. First-person shooters e.g. Quake, Doom move from beginning to end through a 3-D space. Virtual media has the same type of flow without cuts. Old media relied on montage with instant changes in time and space both in litterature and cinema. The flow is totally different with cuts in time and space creating a narrative that lets the user get into story more hands on. Deciding which one is the best is irrelevant since they both serves their different purpose. The specific context is what should decide which type to choose. Creating a feeling of being in the present time as well as getting a realistic feeling - the flow of continuation could be a better choice. When focusing on the story or wanting to give the user/spectator many perspectives through different scenes - the flow of the old media is problably a better choice. Even though we're getting the narrative of continuation more and more with the development of virtual spaces, the narrative of old media will always be an essential way of presenting media.


New media relying on old media

Even though Manovich sometimes is criticizing the new media and putting old media on a pedestal, his interest of the new is always fresh, and often relates new media to great art and technology of the past. Per-Henric discusses in his blog how we can be able to make the users actually take action in interaction design and not only making her understand and feel the possible actions. Maybe the answer lies somewhere in Manovichs explanations on how new media relies on older cultural forms, techniques, methods, logic. It gets one to understand the importance of building new interaction media design with the old media in mind to be able to connect with its users.

Thursday, September 10, 2009

Computers everywhere!

Designing for interaction
Dan Saffer (2007)
Chapter 1, 3 and 9

The author emphasize that the first computers were engineered, not designed. Humans had to adapt in using them not vice versa. 1960's saw a focus change from computers to software, during the same period as ergonomics and cognitive psychology pushed forward and covered new usable findings. More consideration to the user was taken and has evolved more and more up to our time. The author predicts, as many of us, significant changes over next two, three decades in interaction design. Interaction designers will take big part in how digital devices are developed.

The author predicts that 'ubiquitos computing' (or ubicomp) will take place in the future. As microprocessors and sensors become cheaper and more powerful, computers will be embedded in all the products we buy. These ubicomp systems will be everywhere we go e.g. from the mirror in the morning to to the bus seat going to work to meeting room in office that sense the prescence of each person in the room and adjust accordingly. The author predicts that these ubicomp systems will interact with each other and know what the person needs and wants in different situations. For example the room would know your mood and play music accordingly. This future isn't at all impossible. With regard to how mankind has developed their surroundings making it more comfortable through this century this future is very possible. The question is merely about how these systems will be designed. What the author is forgetting, when predicting how these systems will be designed, is two folded - firstly peoples need for integrity. All people don't want their whole life displayed in various surroundings. Getting on the bus and receiving offers with regard to personal data can be a real intrusion on the private life. Secondly the humans mind is unpredictable, and we know mood changes, taste changes as well as peoples goals differ from one time to the other. With a unicomb system that lets the 'computers' interact with each other without the peoples input would not take the peoples true need into account and often be somewhat close to the needs but yet so far away. It's important for people to be able to interact consciously with digital devices in order to not becoming slaves to preconceived thoughts held by the ubiquitos computers about each person.

Tuesday, September 8, 2009

mediahit.se - an online media planning & buying agency


The main business idea


Media Hit offers free media advice for specific projects to the customers. You just choose your targets groups, type of business, media targets, budget and other parameters. The system will give you a recommended media mix, estimated cost and result within a wink of an eye. We have a certain numbers of profiles that you are matched into. These profiles are getting more intellegent every day, since more data is linked into the system via our analysis, blog, ratings from customers etc. Advices include offers to buy spots at media houses where we work as an aggregator between the media houses and our customers.

Extra features

The web site will also consist of many extra features. One feature is "The media school" where you can find the basic info from all major media and sites. We have a guide of how to measure and set goals. Another feature is a blog where all people intrested in media, and invited specialists, are able to discuss current issues, rate medias, sites, campaigns etc. We also list the our favorite digital campaigns, media choices etc.

Premium offer

Media advise, training and recommendations from our media specialists. We're especially strong within digital media consisting of various interactive solutions and social media. The customer receives a tender with estimated hours and resources depending on the customers specific situation and goals.

Target group

Mainly small and medium sized companies and organisations with an ambition to develop in digital media.

Revenues

  • We aggregate all the small media buyers into larger posts and thereby get a 10% discount from the media owners. This discount is distributed between us (5%) and our customer (5%).
  • Sponsorship agreements
  • Banner revenues.
  • Hourly fees for premium offer.

Office

We will work from places that offer free internet like the lobbey in Hotel Anglais, the top floor restaurant in the PUB house and from home.

Marketing

  • Social media.
  • PR in the big sites and e-newsletters in the advertising community, like Resumé and Dagens Media.
  • Annonsörsföreningen.
  • Presentations at the local marketing associations, MIS.

Risks

  • The automated service have to be smart enough in order to generate enough intresting results.
  • The risk taken is the time put into the project and some very small expenses. The programmer will be paid with shares. The media specialist will be hired by the hour, when a customer commits to the premium offer, thus lowering the cost risk.

Design

A sketch on paper has been made for the site.




Sunday, September 6, 2009

Human & technology

Understanding media: the extensions of man
Marshall McLuhan (1964)

Chapter 12 & 13

New species - Homo Representans Digitalis


Mankind is evolving together with the technology in a truly revolutionary way. Are we becoming a new species in the human evolution - called homo representans digitalis? Not at all in the sense as Darwin meant as natural changes of the species, where the species is naturally evolved together with the nature. Having mankind manipulating the species doesn't change the species in real evolutionary sense. However playing around with the expression Homo Representans Digitalis is surely interesting since we are becoming so close to the digital world that we have cables hanging out from our bodies connected to walkmans, ipods etc. We put parts of it in to the human body where she becomes a whole new self. The progress is truly remarkable and revolutionary for mankind.


There are people already having implanted chips under the skin. The company VeriChip sells small chips that is operatated in the arm and makes it possible to se where you are, know your ID and your patient history. In Mexico where a lot of kidnappings takes place this would be perfect. Using this technique to be able to open doors, paying etc opens a possible new world in the future.


Housing as extension of our body and skin

McLuhan had a lucid view on how the new technology was starting to affect mankind - his body, clothing, extensions and housing. Our housing which is extensions of our bodies in a collective sense has altered radically with lighting. As we are all aware the electric age has changed the way our houses function and are designed. Technology is everywhere in our houses; our kitchen tools consist of small computers, the living room is centered around the stereo and television, the office main attraction is the computer. Connection to the world through Internet is perhaps the most important in our houses. McLuhan was describing the literate, civilized man, compared to tribal man, as prefering separate spaces rather than the open cosmos. Today we can see how we are closing in on tribal man's view as we are opening up our houses to the world with a little help of technology. McLuhan predicted big changes of our houses, though he might not have been predicting mankind to alter the body with technology by inplanting digital media under the skin. However he understood that the electric age was starting to make us live, breathe and listen with our entire skin.


The hunt for cyborgs

As a result of the incorporation of technology in our bodies, are we becoming cyborgs? Lets clarify the concept. The idea of a living entity that consist of both organic and mechanical matter who is functional and self-regulatory is a good description of a cyborg. The concept of it has been described in Mary Shelleys Frankenstein as well as in science fiction movies e.g. Darth Vader in Star Wars. As often portraited in culture as evil monsters unable to feel empathy or unable to control themselves but rather control the people around them implicates the mere concept of cyborgs. In the non-fictional world people are getting help due to technology in mostly medical purposes. Are these enhancements examples of cyborgs or rather as technological extensions of our bodies. Lets have a look at an example. 4th of July 2001 Matthew Nagle was stabbed by a hunting knife in the neck and was paralyzed from neck down and unable to almost anything in his everday life. 2004 brain surgeons put electrodes on his brain, with the technique BrainGate that reads brain waves. With this Matthew now is able to turn the TV, lights etc on and off, answering telephone and communicating on computer by thinking the actions. Thinking close and open he is able to open/close a robotarm. Take a look at all this on youtube. In many cases it's hard to decide whether it's merely a technological extension or an actual cyborg we are looking at. Putting a chip under the skin is questionable wheteher it could be called a cyborg. In Matthews case the brain actually functions together with an artificial system and if that isn't an example of a cyborg - what is?


In this case the technology has helped people with disabilities in a huge way. Even though the technology is used in ethical supportable ways there is still a point in always be critical against its use as the culture warns in science fiction stories


Holistic view of mind, body and technology

Taking side on viewing the mind, body and technology as seperate entities that interact with each other or as a whole according to the holistic view isn't easy to do. The holistic view emphasizes that the whole is greater than the sum of the parts. The idealistic state is when the technology is so integrated in human life that it actually becomes a part of the whole. The three parts doesn't only interact but rather works as one system sharing the same goals or rather purposes. This should be seen as an idealistic view, since the three isn't always so in tune with each other.


Ethical view on these thechnological enhancements

The question when technology is getting so incorporated with the mind and body is if there's situations when it's more ethical and situations when it's less ethical. Using technology to restore lost functions of the mind or body is easy to defend as seen in the example with Matthew Nagle. Using technology to enhance an already well functioning mind and body is a more difficult situation. The development of sight has gone so far as getting blind people the ability to see. Using this enhancement and making people without problems to see the ability to actually zoom in/out rises questions about how we compete in e.g. sports. With nano technology it is possible to create nano blood which would make it possible to run 20 minutes without a breath take. How would we compete in e.g. track and fields with these enhancements in only a few of the participants. There is clearly some new issues arising with the development of humankind to an almost new "species".

Friday, September 4, 2009

The user and design

Designing interfaces
Jenifer Tidwell (2006)
Chapter 1

The author discusses how the users think, act and especially interact with interfaces. The focus is clearly directed on the user. The focus in design has for quite some time been from the designers point of view. The design has been created mostly from what the designer finds attractive or what he/she likes to do with an interface. Nowadays when the users are participtaing more and more with the digital media and putting their input in online communities the focus on design has somewhat changed the focus to the user and his/hers preferences, behaviours and attitudes when designing interfaces. This creates a bigger challenge for the designer, and a greater result when made in tune with the users of a target group.

Thursday, September 3, 2009

The message is medium

The medium is the massage
Marshall McLuhan (1967)

McLuhan is way ahead of his time when he speaks about the electric information environment and the impact that it has on mankind in the way we live, communicate and become extensions of ourselves, psychic or physical. When he speaks about time has ceased, space has vanished and we now live in a global village he is truly looking into the future, (read our present time). Getting in to the subject education, he predicts we more and more are moving away from instructions to our own discovery of facts and interests - he is spot on of the devlopment.

McLuhan makes an interesting observation that a common failure is the attempt to do a job demanded by the new environment with the tools of the old. Kamil points out, in his reading of the same book, that we become slaves under the new medias we create. This fear of becoming powerless under the new media is maybe why we so often hang on to the safe and familiar, which can take it's expression in using the tools of the old in the new "unsafe" environment. This will often create problems since the old tools hasn't been updated to the new environment and become unfitting. The tools are extensions of our bodies and minds and we grow fond of them, which makes it so hard getting rid of them. Getting tools updated to fit the new environment will make the adaptation smoother and our tools stronger and more accurate.

Tuesday, September 1, 2009

The Mockup and Persona assignment

Hi,
I made a mockup of an online global environmental community. Its called The Daily Environmental Contribution. The aim is that all users should write about their contribution to the environment each day - whether its just putting soda cans in the machine at the grocery store or if its something more unusual. The community lets its users post their contributions and interact with other users. The best post gets a spotlight and is put into the main content each day. Please, have a look at it - click here!

The persona I had in mind during the design process is called Frida. You can read about her here (pdf) or by clicking here (doc).

Monday, August 31, 2009

Interactive Media

What makes interactive media interesting?

What makes interactive media interesting to me is first and foremost the designing of applications, interfaces with the user in mind. To create interesting, usable designs that the user is able to manage in the smoothest possible way and also leads to positive user-experiences. In attaining this combining content in a manner which also best supports the goals of the application and the organisation behind it, aswell with the possibility to take part of the content in many various perspectives are what makes it interesting to me.

What is interaction in regard to consciousness?

Anytime the user takes action with the design and the design reacts interactivity occurs. Whether the user is more conscious or not in the actions it is still interactions. When a person watches movie or listen to music she is interacting in a more internal fashion. The reaction takes place after some time - for example when the song ends, the listener changes song according to mood created in the first song, or next time she chooses a movie the one before has taken a grip on her and makes her interact and grab a new movie with the one before in mind. The hard part is to decide if it's interactivity or not. Whatsoever reactions that are more instant, for example clicking on an interface on a web page or mobile phone, with the user more consicous in the descision is more manageble to understand in motives and purpose.

Sunday, August 30, 2009

Distance collaboration

The collaboration on distance was a bit of a new experience for me. I'm used to working in groups where we have to meet in real life and where the bus ride takes longer time than the actual meeting. Creating a conference call worked out good after some chat. The chat function is a very good addition whenever some words miss out or one are about to make a connection on phone and wants to make sure everyone is logged in.

Google docs was fun to work in and see how the group members put in information at the same time. Sometimes it wasn't possible to edit and a popup alert box appeared. Had to write the same information again. We concluded that it would be best to update in an own document and cut and paste to the live doc for best work flow with less misstakes.

Nacka - the place to be

Powerpoint to our groups information about local observations.

Thursday, August 27, 2009

Weapons of mass collaboration

Wikinomics
Tapscott & Williams (2008)
Chapter 1

It's provoking to read about critics (for example Bill Gates) to Wikinomics - with its focus on sharing intellectual property - that it's closely related to communism and thus prevents companies from making a profit. Other critics point out that wikinomics like Myspace, Wikipedia, Flickr, Youtube etc exploits unpaid volunteers.


The concept of sharing and collaborating, working together with the shared result as the core and not to put the individual person in center makes me relate to Eastern vs. Western perspective on a person in the community. The Eastern way has been to put the individual in the backseat and let the shared effort of many be in center, whereas the Western "philosophy" has been to put the individual in focus and not the community. The concept of wikinomics flips the whole perspective for the Western world and scares the hell out of CEO's in it for the money.

The truth is that the majority of those who participate in peer production creating these wikinomics is in it for other reasons than making a monetary profit. At least not in short terms. We are first and foremost profiting by expanding network and spreading the knowledge. A lot of participators find it as mere fun to be part of a great product and profits from a richer web. In the long run participating is for many, an entry gate to upcoming careers.

Instead of closed companies who hold on to all information secretly, companies and organisations who open up becomes enriched of employees and customers who feel more trust in these organisations. This trust lowers costs, stimulates innovation and creates loyalty. As the authors point out, as an answer to critics, contributing to the commons is often the best way to build vibrant business ecosystems that harness a shared foundation of technology and knowledge to accelerate growth and innovation.

Tuesday, August 25, 2009

Critic against critics

New Media in Late 20th-Century Art
Michael Rush
Chapter 1 & 9


The chapters title is "Digital art". Interactive art, which in the book refers to art on the web, and computer-based art that requires viewers participation to be complete is a pretty new art form. A young art form especially when compared to paintings and sculptures. The art form have been crititisized that it lacks the depth of interest and is superficial in its trickery.



The American photography critic A. D. Coleman reacted to what he saw at the International Festival of the Image 1993 in New York as too many buttons to push which resulted in to much sounds, flickers and changes. This kind of critic is part of peoples fear of new things out of their control. Interactive art is a glimpse into the future where the artists uses the technology with playfullnes and fearlessly alter forms and lets the user be a participated creator. To be a critic of Interactive Art is to be a brake pad of upcoming technological enhancements.

Hello!

First comment in the blog. Hello you!