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Design Brief for the WS on "Interactive Formats for Enhanced, Expanded and Extended Conferences", 2010, Domus Academy, MA in Interaction Design
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May,June 2010
project leader CHIARA DIANA, CLAUDIO MODERINI | tutor ROBERTA TASSI, RENZO GIUSTI
.IFINTERACTIVE FORMATS for Enhanced, Expanded and Extended Conferences
WS_4
what if
if Framework
if Context
if Objective
if Design Scenarios
OnAir.if
On-Going.if
OnTheGo.if
if Process
Design Teams
Research
System Definition
Interface Development
Synthesis
Table of Contents
What IF
_What .IF we could go beyond the definition of a conference as a ONE SHOT EVENT collocated in a specific time/space dimension that brings to a public a certain number of testimonials for embracing a more extensive interpretation of a conference as a CONTINUOS CONVERSATION between experts/stakeholders and a larger community?
What IF
_What .IF we exploit the opportunity of gathering people in a specific time/space unit as an opportunity for building a KNOWLEDGE DRIVEN PLATFORM that is both situated and distributed, synchronous and asynchronous, seamless and concentrated?
_What .IF we take the opportunity to investigate the contemporary nature of a digital enhanced experience based on culture as a way for creating a participatory, LIVING KNOWLEDGE BASE?
framework
Recent developments in digital communications, social networking and connectedness have dramatically affected the way people manage their presence, their attention and commitment to the objects of their interest. Consequently SyNCHRONICITy and CONTIGUITy seem no longer to be key preconditions to actual engagement in DISCUSSION and DEBATE.
FrameworkIF
This appears with staggering evidence for high-
level CULTURAL “PRODUCTS” (e.g. conferences, lectures,
symposia, etc...), whose momentousness and resilience
is less likely to fade in time.
People seem to have been greatly EMPOWERED, in
the pursuit of their interests and passions, by tools and
devices that are setting them free from the arbitrariness
of circumstances. Notwithstanding the actual geographic
position, one can direct her gaze and focus her attention
on stages that are distant thousands of miles. Similarly,
she can easily lend her ear to the fascination of a speech
that has been staged months, or maybe even years,
before the moment when is actually being listened.
The last decades of technological development
in the INTERACTIVE MEDIA domain have substantially
increased the ability for individuals to access content and
to participate in GLOBAL CONVERSATIONS, through online
conferences, blogs, podcasts, and social/collaborative
tools.
Such a substantial change entails a radical impact
on the individual learning strategies and at the same
time requires to UPDATE and INNOVATE the traditional
“teaching” formats: from a vertical/frontal model towards
richer and evolutionary LEARNING ECOLOGIES based on a
combination of methods, formats and tools.
A thorough reflection is required to identify and
analyse the critical aspects underlying established
practices in the use of tools and formats that are currently
supporting formal and informal activities —at the different
scales— related to the ACCESS, EDITING, CREATION and
SHARING of CULTURE-DRIVEN CONTENTS, both from final
USERS and content PROVIDERS point of views.
From the combined investigation of emerging
collaborative trends, media flexibility and pervasive
computing, considered in the light of current habits
and existing constraints, a whole new set of alternative
mixed media formats should arise. Such novel formats,
conceived and developed within the framework of
contemporary digital communication tools, would adopt
INTERACTIVITy as the driving paradigm for supporting
culture-driven conversations.
context
Partner and case study for the present investigation will be MEET THE MEDIA GURU (MTMG). MTMG is the leading initiative in digital knowledge dissemination for Milan and Northern Italy. With its conference cycles, the Event aims at bringing together prominent players in international innovation and digital culture. Every year the lectures programme is structured n order to appeal to the larger audience as well as to professionals.
ContextIF
Launched in 2005, MTMG has quickly become a
reliable and regular appointment for promoting the debate
with preeminent representatives of new media and
innovation. The event is nowadays the acknowledged
reference point for an ever-growing community, which
is eagerly on the lookout for avant-garde solutions and
fresh, authoritative visions.
_MTMG is the ideal stage where ideas and design-
driven thinking meet attendees attentive and sensitive to
upcoming technologies and their effects across different
domains. MTMG ’s Audience therefore, encompasses
Communication and New Media practitioners; designers;
fashion, arts and cinema professionals, as well as social
networks and social innovation activists.
_MTMG leads the path towards digital innovation
collecting contribution and inspirations coming from:
Digital Communication Emerging Models, Social
Networking and New Media, Interaction Design, Fashion
Design, Arts, Sciences, Entertainment, Environment,
Economics and Business…
http://www.meetthemediaguru.org
context
objective
The seminar aims at investigating the inherent paradigm-shifting potential of a whole new breed of resources brought in by digital technologies. NEW MEDIA LANGUAGES, NETWORKING ENVIRONMENTS, CONNECTED COMMUNITIES, INFORMATION ARCHITECTURE AND COLLABORATION/COOPERATION TOOLS, will all be attentively examined in the light of their potential for enhancing, across the space and time dimensions, the experience of participating in events like lectures, conferences, round-tables and symposia.
objectiveIF
Happenings and initiatives where the underlying fil
rouge is the goal to promote, share and disseminate
knowledge.
The primary objective of the seminar is to focus
on conceiving visual interfaces that events attendants
can tap into before, during, and after the event has
concluded. Ideally all participants, the on-site as well as
the remote ones, should be enabled to positively interfere
with the whole ongoing experience, and make it more
pervasive and resilient in terms of knowledge acquisition.
More specifically the Design Teams working to
develop the themes outlined in the brief should:
analyse and thoroughly understand how is the activity #organized, staged and performed, to identify hidden
potentialities and prevent yet unforeseen flaws.
investigate how to act and modify existing event #formats. How to take action in order to empower
real-time event management and direction. What do
technologies allow to do to improve —both real-time
and asynchronous— information management, as
well as attendees participation, customisation, and
engagement in the event.
determine and envision which tools —physical and #digital— are required to provide the audience with the
actual chance to act with the content and exert an
influence on how it is collected and then made openly
available to a larger public.
DESIGN SCENARIOS
REAL TIME
ENTERTAINMENT
DYNAMIC
KNOWLEDGE
COLLABORATIVE
STORYTELLING
design scenarios
Starting from MTMG experience three scales of potential innovation for CULTURE-DRIVEN EVENTS can be highlighted, both involving the design of innovative MEDIA FORMATS and TOOLS:
# ONAIR.IF | focus on REAL TIME ENTERTAINMENT # ON-GOING.IF | focus on DyNAMIC KNOWLEDGE # ONTHEROAD.IF | focus on COLLABORATIVE STORyTELLING
design scenariosIF
ONAIR.IF | focus on REAL TIME ENTERTAINMENT
Enhance the experience of PARTICIPATING LIVE to
the conference, both physically or remotely, integrating
back channel conversations within the official information
set. The primary aims are to foster interaction in lieu of
content presentation and to fully convey the richness of
the augmented web/mobile experience, interweaving it
into the global CHOREOGRAPHy of the event.
Rethink the event ATTENTION FLOWS, working on
pitches and pits, including waiting time, in-between
slots and empty interstitial moments. Solutions should
enable an effective management of possible intersections
between the institutional, on-site, information streams
and the informal conversations circulating through the
communication media.
Define the set of rules and tools required to manage
and organise the event DRAMATURGy by way of multi-
thread real-time information flows. Envision solutions for
representing effectively and give salience to the different
information strands interweaving on-site and through the
connected media space.
pluricentric audience
information choreography
adaptive rhythm
collaborative direction
ON-GOING.IF | focus on DyNAMIC KNOWLEDGE
Fill the gap between different events, building a
KNOWLEDGE PLATFORM for CONTINUOUS elaboration
and sharing of contents both as conference follow up
or briefing of future conferences and activities. Provide
tools, formats and communication channels to facilitate
an ongoing discussion on relevant topics, thus promoting
dynamics leading to innovative life-long learning practices.
Define and build the PALETTE OF TOOLS required to
support and promote information enrichment, multifaceted
collaboration, knowledge sedimentation, personalized
content editing and customised content packages (i.e
printed reports, slide presentatons etc…).
Set the rules for proactive event direction, in order to
minimize post-event editing, however, ensuring contents
smart archival and high effectiveness of the PUBLISHING
SySTEM. Facilitate the deployment of a multitude of
content access modalities and enable custom knowledge
exploration patterns.
contextualized communities
situated commenting
smart reading
custom broadcasting
ONTHEROAD.IF | focus on COLLABORATIVE
STORyTELLING
Make the event archive an accessible platform, a
dynamic and functional resources repository, not just
for storing contributions, but to facilitate the PROACTIVE
DISSEMINATION of “AROUND” THE EVENT contents. Identify
solution and strategies to expand the life-cycle of each
collected contribution.
Define an ideal matrix of ADVANCED CULTURAL PRODUCTS
that could be spawned by every single contribution. Products
that are meant to facilitate other activities originated or
inspired by the debate around a conference or symposium
themes, such as .a speech, a presentation, a lecture.
Set a proper framework of RULES AND TOOLS to
augment a new products breed (similar to semi-finished
goods) such as inspirational cards, support materials for
workshops and training sessions. Outline original MEDIA
FORMATS that allow to translate in action the insight conveyed
by authoritative lecturers.Conceive a set of portable tools, a
KIT, to stage ad-hoc mini conference sessions, or to animate
and moderate a debate around a specific topic.
play the archive
re-experience
engaging tools
participated editing
17=3x=6+5+6
process
The Workshop will follow a multi-layered process that will wave together successive phases of divergence and convergence. This structure will therefore promote an interplay between individual work, group tasks and collective sharing to address specific requirements and complete the FOUR planned PHASES: RESEARCH; SySTEM DEFINITION; INTERFACE DEVELOPMENT and SyNTHESIS.
processIF
This strategy has the ultimate objective to activate a
process of analysis and knowledge sharing that will lead
to shaping a seamless, organic solution encompassing
all three illustrated scenarios: ONAIR.IF, ON-GOING.IF and
ONTHEROAD.IF.
3 TEAMS will be created by balancing members
competencies and skills on the basis of three ATTITUDE
PROFILES: ORGANIZER (strategic/management),
VISUALIZER (visual/expressive), IMPLEMENTER (tactic/
operative).
Each team will be responsible for the management,
elaboration and synthesis of one among the three
proposed DESIGN SCENARIOS.
VISUAL DESIGNER
name
VISUAL DESIGNER
name
VISUAL DESIGNER
name
DEVELOPER
name
STRATEGIST
name
?
VISUALIZER
name name
IMPLEMENTER
name
ORGANIZER
ROADMAP design profiles
roadmap
RESEARCH: [individual with team wrap-up] an initial
moment of individual research and analysis.
At the Workshop outset Students will be asked to
engage in an extensive investigation activity. In order to
maximize the resources, the RESEARCH phase will be
carried out individually. While collecting evidences of
applications and existing best practices, students should
analyse and thoroughly understand how, before, during,
after and around a cultural event the activity is organized,
staged and performed.
At the phase conclusion, findings will be shared
and coherently mapped against a set of identified core
activities.
SySTEM DEFINITION: [team activity] “macro group”
activity to outline the concept main features.
Teams will be divided into sub-teams with the
objective to envision a number of different design
concepts that at the end of the phase will be integrated in
a unified coherent proposal.
During this stage, information sharing and cross-team
communication will be playing a key role. The teams, in
fact, will have to work in concert in order to devise an
overall common set of system elements catering to the
needs and the requirements emerging in each scenario.
Every design team, then, will arrange and orchestrate
an original configurations of the system elements. The
configurations conceived will enable to address specific
issues and innovate established practices pertaining to
each scenario.
INTERFACE DEVELOPMENT: [task-group activity] an
operative phase to develop the visual interface of the
proposed features.
During the INTERFACE DEVELOPMENT stage the
smaller sub-teams will work autonomously addressing
key issues concerning: the system elements organisation
and their relation to the activities to be performed (flow
definition); the actual visual language of the elements;
the technological implementation and deployment of a
functional solution. In order to ensure the consistency
of the solution with the system devised in the previous
stage (SySTEM DEFINITION), it is of the utmost importance
that the sub-teams keep constant track of the project
development along its three main layers: the strategic one,
the visual one and the technologic one.
Final stage SyNTHESIS: [collective] a synchronization
effort to grant the overall consistency of the solution.
During the very last stage of the Workshop process,
the teams will be addressing critical finalization issues.
All the concepts conceived and the solutions outlined
will be considered in the light of their possible seamless
integration. The SyNTHESIS stage will focus on defining
each proposal as a modular element responding to
specific activity needs. Consequently particular attention
will be paid in ensuring that all elements are, functionally
and visually, recognizable as parts of a same over-arching
system architecture.
Domus Academy | Master in I-Design 2010| http://projects.domusacademy.net/IF