Digital Media, Device, and Software Interface Design
InterFace Portraits: Communicative-Expressive Interaction with a Character's Mind
by Noam Knoller
Published in: SRMC ' 04 - Proceedings of the first workshop on Story Representation, Mechanism and Context (October 15, 2004, New York, NY, USA), ACM Press, New York, NY, USA, 2004
In this paper, I introduce the notion of communicative-expressive interaction with a character's mind, within an... more In this paper, I introduce the notion of communicative-expressive interaction with a character's mind, within an interactive fiction video. It is an interaction model that allows a participant continuous interaction with a story as a way of increasing the participant's agency and immersion and consequently both the sense of engagement and the meaning of the interactive experience in its relation to the story. I describe a work-in-progress system called the InterFace Portrait Storyteller, in which participants use familiar gestures performed on a touch screen to explore the character's mind, which is constructed as a diegetic space. I also describe two interactive video installations, "One Measure of Happiness" and "Have I Lost My Plot?" within which the system interacts with either narrative or non-narrative approaches to the representation of diegtic space.
Multichat: persistent, text-as-you-type messaging in a web browser for fluid multi-person interaction and collaboration.
by Jon Schull
DESAIN EMOTICON DALAM KOMUNIKASI INTERAKTIF
Published in Wimba, Journal of Visual Communication, vol. 03 no.01/2011 page. 25-49
Internet is become part of worldwide daily urban activities. Communication among people is intensified through various... more
Internet is become part of worldwide daily urban activities. Communication among people is intensified through various interfaces and media because of information technology convergence and the application of visual icons which represents emotion.The icons that represent emotions, expressions and feelings are titled emoticons. Emoticons are highly used in IT based communication gadgets such as portable PCs or cellulars. This paper develops and depicts the creation process, perception and cultural aspetcs that influenced the development of emoticon through visual communication design study theoretical and historical review.
Keywords: communication, icon, emoticon, perception, interface design
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Seen by:Seek and Sign: An early experience of the joys and challenges of software design with young Deaf children
Co-authored with Sue Nielsen and Jessica Korte
This paper describes the initial stages of a research
project aimed at teaching preliterate Deaf children
project aimed at teaching preliterate Deaf children
Australian sign language (Auslan) using a software
application deployed on a mobile technology device. We
discuss the user centred design techniques to be used in
this project, specifically Gestural Think Aloud Protocol
and the Problem Identification Picture Cards method. An
initial design session exploring the feasibility of the
design approach suggests that the approach is suitable and
desirable. Our design questions for future development
are listed.
Metaphrames and Interaction: This is "How it Goes"
by Joel Flynn
Presented at the OurMedia 6 Conference in Sydney Australia (April 2007)
Emerging from Travels in Intertextuality: the autopoetic identity of remix culture (2006), this paper explores the use... more Emerging from Travels in Intertextuality: the autopoetic identity of remix culture (2006), this paper explores the use of metaphors as framing devices for interactive environments. Working with the term “metaphrame”, the paper discusses a model for digital culture featuring tertiary (third-level) cultural obects and their relationship to arrangements of lower-order “building block” objects. Following Michael Cole’s work in Cultural Psychology (1996), the paper summarizes key theoretical elements while briefly providing a practical example of the cultural model in action, specifically, the use of metaphrames and building block objects in the creation of an “enhanced podcast”. This recently developed digital media object started out as a “rough mix” that was authored using an iPod media player, then eventually returned to the iPod as a finished work. The podcast is discussed in terms of “levels” of objects and the interactive processes taking place within such cultural dynamics.
Identidad y desarrollo de un portal femenino en la red. Estudio de caso de Hola.com (2011)/ Identity and development of a female on the web portal. Hola.com Case Study (2011)
III Congreso Internacional Latina de Comunicación Social. "La comunicación pública, secuestrada por el mercado". Universidad de La Laguna, Tenerife
La prensa femenina es un fenómeno periodístico que ha originado las mayores tiradas de ejemplares de España desde 1940... more La prensa femenina es un fenómeno periodístico que ha originado las mayores tiradas de ejemplares de España desde 1940 hasta nuestros días. Este tipo de prensa no se ha tenido en cuenta en investigaciones al considerarse de un nivel inferior, a pesar de su respaldo de lectores. No obstante, algunas publicaciones han apostado por el valor de un contenido elaborado y respetuoso. Junto a las ediciones digitales, cada vez un mayor número de estos medios especializados apuestan por la red, como garantía para su futuro. En esta línea, se plantea en este artículo un estudio de caso de Hola.com, uno de los portales femeninos con más visitas en la red. El objetivo de esta investigación, basada en instrumentos cualitativos y cuantitativos, es conocer y profundizar en el desarrollo y en las estrategias de este portal. Este estudio aportará datos sobre las ventajas e inconvenientes de este medio en la red, su evolución tecnológica, así como la redefinición del producto informativo, independiente de su referente impreso, que obliga a una nueva configuración de los objetivos del medio, de los contenidos y de sus usuarios.
UDLAP Thesis - Master in Information Design
Diseño de una interfaz para un cliente de mensajes instantáneos en un dispositivo móvil, tomando en cuenta un proceso... more Diseño de una interfaz para un cliente de mensajes instantáneos en un dispositivo móvil, tomando en cuenta un proceso de diseño con needfinding, postdesign, personas, diseño participativo, sketching, entre otros. Se platicó sobre una conjetura derivada a partir de un modelo basado en los modos de apelación de la retórica. La evaluación del prototipo tomó en cuenta la comunicabilidad de la ingeniería semiótica, usabilidad y una prueba simple a partir del modelo mencionado.
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Seen by: and 1 moreTabletas, smartphones, medios online, contenidos y consumos/ Tablets, smartphones, new media, online contents and consumptions (2011)
Co-authored with Cabrera González, Mª Ángeles. Published in I Congreso Comunicación y Educación. Estrategias de Alfabetización Mediática, 11-13 mayo 2011, Universidad Autónoma de Barcelona, Barcelona.
El objetivo de este estudio es analizar el consumo real de los usuarios de smartphones y tabletas para conocer cómo... more
El objetivo de este estudio es analizar el consumo real de los usuarios de smartphones y tabletas para conocer cómo influyen estos dispositivos en un mayor o menor consumo de las noticias y de los contenidos de ocio (redes sociales, juegos, contenidos multimedia…). Las metas de esta investigación son: profundizar en la experiencia de los consumidores con tabletas y smartphones, detectar las fortalezas y debilidades de los dispositivos como nueva plataforma periodística y ofrecer recomendaciones de diseño periodístico a los cibermedios.
Debido a que se trata de un tema aún poco analizado desde el ámbito científico, se apuesta por esta metodología, con un fin exploratorio que permitirá una mayor aproximación a la materia. La metodología cualitativa permitirá indagar en la experiencia del usuario, detectar ventajas y desventajas de los dispositivos, determinar el consumo de noticias y de contenidos de entretenimiento por los usuarios y sugerir propuestas de mejora. El focus group aportará valor añadido a los primeros resultados de la investigación, ya que permitirá compartir experiencias entre usuarios, discutir las cualidades de los dispositivos, establecer un análisis comparativo entre estos e identificar tendencias.
The aim of this study is to analyze the real consumption of the users of smartphones and tablets to know how these devices influence in a greater or smaller consumption of the news and the contents of leisure (social networks, games, multimedia…). The goals of this research are to deepen in the experience of the consumers with tablets and smartphones, to detect the strengths and weaknesses of the devices like new journalistic platform and to offer recommendations to the designs of the cibermedia.
The qualitative methodology will allow to research about the experience of the user, to detect advantages and disadvantages of the devices, to determine the consumption of the news and content of entertainment by the users and to suggest improvement proposals. Focus group will contribute added value to the first results of the study, it will allow sharing experiences between users, to discuss to the strengths and weaknesses of the devices, to establish a comparative analysis between these and to identify trends.
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Seen by:Kairós: A Travelog Innovation Proposal
Co-authored with Prof. Dr. Sílvio Campello.
Published in November 10th, 2008, at 8th P&D (8th Brazilian Conference of Research and Development in Design) - Brazil
http://www.aendbrasil.org.br/ped.htm
ISBN: 978-85-60186-03-7
With its crescent use by travelers around the world, the travelogs – online travel diaries –offer a growing scale of... more
With its crescent use by travelers around the world, the travelogs – online travel diaries –offer a growing scale of tools to their users, especially in text and images publication, management and sharing. The aim of this work is to create a travelog that incorporates the new trends and technologies of the internet.
The present study starts from the analysis of similar systems as well as from the criticisms and suggestions of their users, and then proposes alternate ways for suiting the goals and needs of the system. As a result of these studies the work reaches as its high point the creation of a travelog and the interface of some of its main features.
(Full article in portuguese)
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Seen by:White Space As Rhetorical Space: Usability and Image In Electronic Texts
by Joddy Murray
published in 'Rhetorical Agendas: Political, Ethical, Spiritual' (2005)
What exactly is the appeal of white space in regard to the usability of text, especially in terms of the layout and... more What exactly is the appeal of white space in regard to the usability of text, especially in terms of the layout and design of electronic texts such as web pages? ...
