CONCEPT VIDEO
recorded in Vine, of course...
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@fahrrader-blog
CONCEPT VIDEO
recorded in Vine, of course...
Final Design - Bears DeVine
DESIGN CONCEPT
Bears DeVine is a global network controlled by three interactive bears, placed in different continents. Each fluffy bear functions as a tangible user interface which input will be displayed as an output on a global website. The bears consist of a GPS, a camera with a trigger and a “harddisk” sending the incoming data.
By connecting each bear with a Vine profile the user is able to record 6 seconds long videos of themselfs, their surroundings or whatever the bear is watching in the moment, by pushing the bear’s tummy. This video will be live feed’ed on the connected website. Therefore it is the users job to shape the bear’s online identity, and make the whole world able to follow each of the bear’s life.
With the bears follows a short text in the back. This will inform users about their responsibility of documenting the bear’s experiences and surroundings and, more importantly, to pass the bear on to another person after some hours or days, so the bear will explore and be a part of a networked chain.
At the website people can watch the recorded Vine-videos and discover the Bear’s path and current placement on a map.
DESIGN PROCESS
The design process of the development of the concept is explained below together with some reflections of the process and methods used.
As visualized on the illustration we were working from a general tendency to a specific design solution in a divergent and convergent process, where we repeatedly went from analyzing our domain and theme, to sketching a design concept.
Brainstorming and shared language
Because of the wideness of the topic we started off with an analysis of the fragments of the question; what does ‘empowerment’ mean to us and which background ‘contradictions’ could be interested. By analyzing the network and contact possibilities of today, we found it interesting to take a closer look at old-fashioned communication. By analyzing the characteristics of Berlin (our current hometown) we came down to two focus points:
- The techno/clubbing environment and the Berlin Wall.
- These were our two constraints and by the introductory brainstorming we had now build up a shared language to discuss these topics and our design space.
Bad Ideas 3.0
To expand our insights of these two design spaces we chose to use the design technique Bad Ideas 3.0 very soon in the process. We got some crazy clubbing-ideas focusing on lots of water and too many drugs, and on a Wall build by glass and with ability to move and encircle you.
Design space (modalities and technologies/materials)
We diverged our design space by listing different technologies and modalities. By combining two of each with the topics (techno / Berlin Walll), we sketched some crash concepts. The technique simply is to develop a concept in 2 minutes bound by the constraints (fx clubbing, DUL Radio and auditory). From this technique we found our interest in the techno/clubbing space.
Constraint and design possibilities
We tried to combine our first keywords - old-fashioned communication - with the kind of silly ideas from previously techniques, concluding in a focus on tangible user interfaces and communication, network and video.
Inspiration
Throughout the development of the concept, we found inspiration in different existing things like;
- Geo-location – Treasure hunts
- Dead Spots
- Build-a-Bear
- Chain messaging
- A thing know from preschool, where you take home a teddy bear for 2-3 days, write down what the teddy bear experiences and the preschool teacher reads aloud the story for all the classmates
Design Context – Materials in Use
We mocked up our TUI-product and brought it to school. Through the train and public space the qualities were discussed. By reflecting on the actual context and not just our ordinary project home we were forced to think in actual use, which brought up different design failures. Things we hadn’t thought about. By discussing the design concept with a possible user, classmate Johan, we learned more about the good and bad sides of the design.
Break-down
It was now obvious that we could not make an interactive bear taking photos of people in techno clubs, which should work as a symbol of a shared network. Since this bear would be used in different ways we developed it to our current design object by making different scenarios -how would the bear work in the train, school, etc.
References
Methods:
Brainstorming Reference: “Biskjær et.al.: Creativity methods in interaction design”
Using constraints
Onarheim, Balder: ”Creativity from Constraints in engineering design: Lessons learned at Coloplast, Denmark.” (2011)
Design process
Löwgren & Stolterman: ”Thoughtful Interaction Design: A Design Perspective on Information Technology ” (2004)
- The iterative process, transcendence <> tradition, convergence <> divergence
Donald Schön: ”Educating the Reflective Practitioner: Toward a New Design for Teaching and Learning in the Professions”
- The matter of material externalization and reflection-in-action
RESPONSE // ARGUMENTS // DESIGN RATIONALE
Focusing on the very different and free lifestyles in the international city of Berlin, Bear DeVine ought to empower status of the online identity making. Instead of the current individualism and narcissisms reigning on the various networks as Facebook, Twitter, Vine etc., Bear DeVine is a common and global chain project, were users create the bears’ identity together.
We focus on the split between online and offline connection by introducing a physical data collector dressed as a cute, fluffy bear, working as a social boundary object.
In this way the technology is attached human values and will act as a common online identity for each of the countries in which they are currently placed.
Hereby it is our argument, that Bear DeVine will connect people with different backgrounds not only physically by interacting with the bear but also worldwide, where it is our hope that the online portal of Bear DeVine could gather people worldwide and be a unique peep through to another continent.
Bears DeVine
Design concept
Bears DeVine is a global network controlled by three interactive bears, placed in different continents. Each fluffy bear functions as a tangible user interface which input will be displayed as an output on a global website. The bears consist of a GPS, a camera with a trigger and a “harddisk” sending the incoming data.
By connecting each bear with a Vine profile the user is able to record 6 seconds long videos of themselfs, their surroundings or whatever the bear is watching in the moment, by pushing the bear’s tummy. This video will be live feed’ed on the connected website. Therefore it is the users job to shape the bear’s online identity, and make the whole world able to follow each of the bear’s life.
With the bears follows a short text in the back. This will inform users about their responsibility of documenting the bear’s experiences and surroundings and, more importantly, to pass the bear on to another person after some hours or days, so the bear will explore and be a part of a networked chain.
At the website people can watch the recorded Vine-videos and discover the Bear’s path and current placement on a map.
Design process
The design process of the development of the concept is explained below together with some reflections of the process and methods used.
As visualized on the illustration we were working from a general tendency to a specific design solution in a divergent and convergent process, where we repeatedly went from analyzing our domain and theme, to sketching a design concept.
Brainstorming and shared language
Because of the wideness of the topic we started off with an analysis of the fragments of the question; what does ‘empowerment’ mean to us and which background ‘contradictions’ could be interested. By analyzing the network and contact possibilities of today, we found it interesting to take a closer look at old-fashioned communication. By analyzing the characteristics of Berlin (our current hometown) we came down to two focus points:
- The techno/clubbing environment and the Berlin Wall.
- These were our two constraints and by the introductory brainstorming we had now build up a shared language to discuss these topics and our design space.
Bad Ideas 3.0
To expand our insights of these two design spaces we chose to use the design technique Bad Ideas 3.0 very soon in the process. We got some crazy clubbing-ideas focusing on lots of water and too many drugs, and on a Wall build by glass and with ability to move and encircle you.
Design space (modalities and technologies/materials)
We diverged our design space by listing different technologies and modalities. By combining two of each with the topics (techno / Berlin Walll), we sketched some crash concepts. The technique simply is to develop a concept in 2 minutes bound by the constraints (fx clubbing, DUL Radio and auditory). From this technique we found our interest in the techno/clubbing space.
Constraint and design possibilities
We tried to combine our first keywords - old-fashioned communication - with the kind of silly ideas from previously techniques, concluding in a focus on tangible user interfaces and communication, network and video.
Inspiration
Throughout the development of the concept, we found inspiration in different existing things like;
- Geo-location – Treasure hunts
- Dead Spots
- Build-a-Bear
- Chain messaging
- A thing know from preschool, where you take home a teddy bear for 2-3 days, write down what the teddy bear experiences and the preschool teacher reads aloud the story for all the classmates
Design Context – Materials in Use
We mocked up our TUI-product and brought it to school. Through the train and public space the qualities were discussed. By reflecting on the actual context and not just our ordinary project home we were forced to think in actual use, which brought up different design failures. Things we hadn’t thought about. By discussing the design concept with a possible user, classmate Johan, we learned more about the good and bad sides of the design.
Break-down
It was now obvious that we could not make an interactive bear taking photos of people in techno clubs, which should work as a symbol of a shared network. Since this bear would be used in different ways we developed it to our current design object by making different scenarios -how would the bear work in the train, school, etc.
References
Methods:
Cultural probes + Brainstorming Reference: “Biskjær et.al.: Creativity methods in interaction design”
Using constraints
Onarheim, Balder: ”Creativity from Constraints in engineering design: Lessons learned at Coloplast, Denmark.” (2011)
Design process
Löwgren & Stolterman: ”Thoughtful Interaction Design: A Design Perspective on Information Technology ” (2004)
- The iterative process, transcendence <> tradition, convergence <> divergence
Donald Schön: ”Educating the Reflective Practitioner: Toward a New Design for Teaching and Learning in the Professions”
- The matter of material externalization and reflection-in-action
Response // arguments // design rationale
Focusing on the very different and free lifestyles in the international city of Berlin, Bear DeVine ought to empower status of the online identity making. Instead of the current individualism and narcissisms reigning on the various networks as Facebook, Twitter, Vine etc., Bear DeVine is a common and global chain project, were users create the bears’ identity together.
We focus on the split between online and offline connection by introducing a physical data collector dressed as a cute, fluffy bear, working as a social boundary object.
In this way the technology is attached human values and will act as a common online identity for each of the countries in which they are currently placed.
Hereby it is our argument, that Bear DeVine will connect people with different backgrounds not only physically by interacting with the bear but also worldwide, where it is our hope that the online portal of Bear DeVine could gather people worldwide and be a unique peep through to another continent.
WE TOTALLY ADMIRE EINSTEIN'S FLUFFY SHOES!!
After tons of discussions back and forth on advantages and disadvantages in our two designs, we have now come to an end... The next three hours goes to specifying the final concept, a visual "lecker" presentation and a design rationale based on our process and reflections.
SCHNELLER, BITTE!!
What he said!!
This quote could be both an important reminder in our design process - to fully understand our users - and a part of our finally design argument… // Bis morgen!
Design space....
We are combining different modalities, technologies and domains to develop an interesting design space. Seems like we create lots of fun and inspirational designs when we are pushed to design something in two minutes.. Keywords are: contact / old-fashioned communication, Knut, techno, 72H extreme, network, stories, Vine...
Crashing concepts vine.co/v/bdMEMVMIQlP
— Marie Louise Juul (@mlsondergaard) March 13, 2013
#overtired inspiration
Bad ideas, painting tape and coffein the Berlin way #inspiration montage vine.co/v/bdMgT2vnTZw
— Marie Louise Juul (@mlsondergaard) March 13, 2013
Framing the possible design space by brainstorming technologies, contradictions, contacting possibilities and places...
TEAM PRESENTATION
Fahrrad ist bereit! #team @sider_2013 vine.co/v/bdh7FYO0Zmn
— Marie Louise Juul (@mlsondergaard) March 13, 2013
Fit for the challenge - #clubmate @sider_2013 vine.co/v/bdbwp5xJmpX
— Marie Louise Juul (@mlsondergaard) March 13, 2013
WILLKOMMEN! Hier sind alles das wir brauchten; ein computer und ein Mädchen. Anfangen, bitte.