interface

postscript: Writing in the Late Age of Print

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My thesis is an exploration in new digital writing and mark-making environments. Looking at physical surfaces such as bathroom walls and their virtual counterparts like Instant Messaging and Text Messaging, my work straddles two worlds: The virtual and the physical. By conducting a series of experiments studying written forms, multimedia environments, and collaborative writing surfaces, I will expand our definition of the writing space and uncover new methods of communicating.  read more »

Using Dynamic Media to Create and Augment the Experience of Narrative

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“Narrative serves to inform, educate, and entertain. It provides meaning, background, and context, and it incites interest in what is next.”  read more »

Bathroom Writing Database

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Bathroom Writing, an interactive anthology of inscriptions found in restrooms, is a virtual bathroom wall where visitors search posts through various filtering systems. Each post on the wall is cataloged through a variety of keywords, such as sex, writing implement, color, and theme. Information is then hidden and revealed based on decisions made by the visitor.  read more »

9 Notes: An Experiment in Narrative + Interface

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The visual metaphor is a basic principle of effective interface design. Meaning, in a GUI, arises from the representation of a real world concept in a digital world. Familiar objects mimic their real-world analogues, yet often extend their purpose with “unreal” capabilities. This is true of the desktop GUI. Its world of folders, briefcases, address books, trashcans, and other office implements is not quite the same as its real-life version. At the same time, it is so commonplace that we barely notice it.  read more »

Mapping Science: Overlapping Science and Design

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Mapping Science documents the different steps in the elaboration of prototypes of interactive visualization tools for scientific data manipulation. The thesis focuses in the interaction between scientists and their data, and in the application of design principles to achieve better results when scientists organize, structure, input, store, and visualize scientific data.  read more »

Mobile Learning Inside a Museum

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This thesis explores how handheld mobile devices expand and augment the informal learning opportunities present inside museum spaces. By using constructivist-learning pedagogy as the guiding principle for fostering high level thinking dispositions, my work brings together characteristics of museum environments, wireless technology and learning theory to create user centered learning tools, which are participatory, experiential and interactive.  read more »

Mapping Narrative: La Jetée + Twelve Monkeys

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The goal of this project was to develop an interactive learning tool to compare the story and storytelling of two science fiction classics: the 1962 French movie La Jetée by Chris Marker, and the 1995 American movie Twelve Monkeys by Terry Gilliam, inspired by La Jetée.  read more »

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