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migrating arts academies
Transcript of migrating arts academies
I think conducting so called user experience tests on student works would give enourmos creative inspiration. Best would be using the simple 'discount user experience' tests, where uninformed strangers are seated and confronted with the works, and they have to think aloud, what they see, feel think, what they would 'do'. As an architect-turned artist,
and artist turned institution director,
and a director turned entreprenour. To me working on a productivity tool offers an interesting blend where artistic, cultural expression is placed in the detail, something to be serendipitically found while going about our daily business, searching, writing, filing, etc. Then small surprises come like the settings panel in skype which uses a quote from 1984 as a text format example. However, the rest of the experience is engineered to be clear. Should be a pleasure, yes, but foremost clear and simple. This is achieved by the surprising fact, that most of us react the same way to the same interface, so it can be tested on individuals, and will work on masses. User Experience Research, Design, helps us to create a flow, an experience which is legible. Which communicates. Prezi.com helps to build... ...and interface to the reader Kitchen Budapest is where... ...collaboration becomes shared learning, I think until engineering departments won't be asking for as much help from artists as artists are asking from engineers, it won't be collaboration. we need to understand and blend motivations Aether Architecture is... To build up this knowledge we created group projects, asked a diverse community to participate in the making. As a result, the cultural qualities of these systems were beyond the usual ‘high tech’ and ‘smart home’ qualities, and created something genuine which did not belong to any single author’s or artist’s identity but to an group of ‘participants’.” Yet it stayed quite personal to all of us.
... hacking for thinking, In 2005, Usman Haque and I wrote a paper about low-tech sensors and actuators ( "link to PDF":http://lowtech.propositions.org.uk/
, "link to video":http://vimeo.com/1074833 ), which described a set of methods using cheap electronic toys for teaching physical computing and interaction design at a beginner level. Hacking and re-appropriating has been a common method in this educational context; our paper was partly a collection of techniques, concepts, but also focused on toys. In the following years, we held many workshops across Europe ("image: Domus Academy, Milano, Low Tech Sensors and Actuators workshop 2006":http://intra.prezi.com/~adam/paper/web20sf2010/ltsa-domus.jpg )
My experience with these workshops has been highly rewarding as most people were engaged in seconds and created unexpected and beautiful things.
While the main goal of these workshops has been to reassure participants that building hardware is just as easy as learning to sketch, the speed and quality of developing original ideas is quite astonishing.
Conduct discount user evaluations with your artworks page n page n+1 I believe from a ‘user experience’ point of view, the three key actions in these workshops are: # Shuffle things around with ease, open, close, turn around.# Exchange (sometimes we even forced people to swap projects).# Focus and relate, connect, and show to others.In 2009, I held a three-day workshop for the Exploratorium (San Francisco, CA) exhibition designers, trying to formalize the learnings above and to set up a structure which facilitates the fast production and evaluation of new ideas. ( "link to workshop documentation":http://prezi.com/tcvtzv6vkhy5/shifting-perspectives-workshop/ ) where the hands-on, physical element was there merely to create the state of mind, and we went on to create paper-based ideas for exhibits. Most participants gave feedback that this element greatly enhanced the whole process. # Shuffle things around with ease, open, close, turn around.
# Exchange (sometimes we even forced people to swap projects).
# Focus and relate, connect, and show to others. Kitchen Budapest is a telecom founded new media lab, which I helped to set up and direct for a few years. It offers grants to young talents to create projects wich are both technologically interesting and culturally engaging. There are a few of these labs out there. But what sets KIBU apart, is a model of collaboration which we developed: noone can work alone. if you have the greatest idea ever, you need to convince at least one other researcher to join with hard work. low level peer reviewing if you like.
everyone most help projects that are dear to others. enforced community support.
Ideas are generated and shared, remixed very early on.
New candidates are tested by remixing existing projects, both humility of adoption and innovation in set contexts are important we found that some simple rules help collaboration flourish. Maybe they just help people who are shy to ask for help. However, one major learning is that to create truly interesting projects, all parties needed to be motivated. Engineers and artists alike. This requiered a lot of sharing, talking about authorship and motivations, but really helped and made most happy in the end. Since about 2 years I am working hard on with our team to create the most amazing and useful zoomable canvas for creating and sharing ideas we can imagine. Since about 2003 I have worked on many interactive installations, systems which were primarly concerned with space, people, invisible phenomena, and cultural potential of open, flexible systems.