interface

Documentation of Live Performance and Variable Media Artworks

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Abstract:
In response to a research assignment asking us to speculate on the future of a non-digital technology as it transitions to a media platform, I chose to examine the impact of documentation on performance artists’ approach to creating new work, and the role that digital documentation plays in shaping our experience of live performance.

Presentation Overview

What is Performance Art?  read more »

MEMENTO

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In response to an assignment asking students to create an interactive interface to the movie Memento, I chose to experiment with the effect of discarding a linear timeline in favor of creating stories based on user interest and goals.  read more »

Smart Intermediaries

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Abstract:
“When media progresses, at the same time, design progresses as well.” -Kenya Hara

Industrial design adapts to new technologies such as computers, GPS, and the Internet. These interactive media provides more open-ended opportunities for creative communication between users and products in a larger system with a number of different products.  read more »

"The Vicious GPS"

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The "vicious GPS" is a navigation app which guides the user to go around in circles, in a loop – where "The End is Where We Start From". This GPS is "infallible" device that always fails. It is misleading, deceptive, evil, and personal. During the journey the application reveals its evilness and persona. The user gives himself mentally and physically to the machine while it fails to deliver its innate purpose.  read more »

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 »

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