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Billy Kluver
-Electrical Engineer at Bell Labs
-Founded E.A.T (Experimentes in Art and Technology)
Yoko Ono
-Cut Piece 1964
-"Happenings" where the art was immediate and ephemeral
-Used Structured chance operations
-used performance
-used score
Sol Lewitt
-Wall Drawing 1974
-Retrospective (Mass MoCA)
-Created instruction sets for wall paintings and sculptures
Marcel Duchamp
Fountain, 1917 (looks like a urinal)
John Cage
-Pioneer of experimental music
-"An affirmation of life-not an attempt to bring order out of chaos not to suggest improvements in creation..."
-Worked on developing modern dance
-Famous of 4'33", 1952
-Using I Ching to randomly compose music
-Water Walk
Manfred Mohr
-System for iterating cubes
-First solo show of digital art
-Random Walk, 1969
-Cubic Limit, 1977
Vera Molnar
-System for iterating cubes
-Structure de Quadrilateres (Square), 1985
Myron Kruger
-Non headset based virtual reality
-"VideoPlace", Responsive Environment
Bell Labs
-Invented Transistors
-Discovered cosmic microwave radiation
-Invented CCD imaging sensors
Xerox PARC
-Invented the computer mouse
-Invented the GUI
-Inspired Apple computers
Apple
Macintosh (1984) First affordable computer
Alan Turing
-Founded field of Computer Science and AI
-Invented Turing Machine (True Multipurpose Computer)
-Worked in Cryptology
-Turing Test vs. Turing Complete
ENIAC
-Used to Calculate artillery tables
-Turing Complete
-ENIAC, Postwar
Konrad Zuse
-First programmable computer
-Turing Complete
-Z3, Pre war
Command Line
-Commands typed into a prompt
-For programming/scripting
-superseded by GUIs
WIMP
Windows, icons, menus, and pointings
GUI
Graphical user interface
Skeumorphic
-Includes decorative elements to make a new version of something appear as an older version
-Used to make things look familiar and comfortable
Web
-Subset of GUI/multimedia
-Very trendy based on tech and lang
Data Visualization
-Transform data into another media (graphics, sound) to recognize trends
-Can be interactive to show relationships and networks
Mobile
-Not necessarily paired but today they are
-Constrained by screen size and precision of input
Sharable
-Not social media
-Multi-user interfaces
-supports group work
-Incorporated into furniture forms
Pen
-Allows for precise input
-Poor substitute for a brush
-Better with screen than pad
Touch
-Hand occlusion
-Excels at location input
-flexibility
Speech
-Telephone menus
-Hands free
-Event driven
-Detection issues
-Good for accessibility
Gesture
-Limited physical feedback
-favors large gestures
Robots
-automate tasks
-offload human activity
-exploration of remote places
Virtual Reality
-uses stereoscopic glasses
-removes user from local world
-allows user to feel like they are in the environment
-headset
Augmented Reality
virtual representations superimposed over the real world
Mixed Reality
Views of physical world mixed with views of a digital environment (special two way glass)
Caves
-Fully immersive environment using 360 projection
-Simulation training
-Supports multiple people
Responsive & IOT
-Embed the technology around you
-Senses what is important and responds
-Embedded interfaces or ubiquitous computing
Mechanical
-Physical interface elements like buttons, knobs and sliders
-Indicator lights, mechanical sounds, and physical feedback
-Designed to be intuitive
Tangible
-Based on physical computing and sensor technology
-Supports non linear sequence and open format interaction
-Good for creativity, exploration, and play
Haptic
-programmed vibration feedback to replicate textures (Ex. Controllers)
Wearable
-Facilitates non-verbal communication
-Digital information is more accessible
-Convey emotion
Neural
-Tracks brainwaves
-Used to track relaxation or focus
-Provides biofeedback
Multimedia
-Modern GUIs that includes audio and video
-Started with interactive CD rooms
-eBooks
NUI
-Natural User Interface
-Allows for computer interaction that replicates our interaction with the world: talking, gesture, facial expressions, walking
-Beyond mouse and keyboard
-Ex. Tony Stark, Floating interface
Happenings
-typically took place in an environment or installation created within the gallery and involved light, sound, slide projections and an element of spectator participation. (Live performance art)
-Imply a stage situation and are bound to a fixed, limited performance time; reactive environments address the exhibition situation in galleries and museums
-bring art and life together, and its fundamental approach also applies to interactive art
Participatory Art
Describes a form of art that directly engaged the audience in the creative process so that they become participants in the event
Interactive Artworks
Provide a critical analysis of the automatized communication that is replacing inter human relationships in more social fields
Describe aspect of a Critique
-Describe the work without using value words like "beautiful" or "ugly"
-Who, what, when, where
-technical qualities, subject matter, design elements
Analyze aspect of a Critique
-Describe how the work is organized as a complete composition
-How was it constructed, what are the relationship between subjects, and identifying points
Interpret aspect of a Critique
Describe how the work makes you think or feel
Evaluate/Judgement aspect of a Critique
Present your opinion of the work's success or failure
Liz Lehrman
-recognized for her work with old dancers and role for national movement of artists and presenters dedicated to creating inclusion, respect, and satisfaction for the art community
-Choreographer
-Devised a method of critical response
Critical Response Process
-Affirmation
-Artist as Questioner
-Responders ask the question
-Opinion Time
-Subject matter discussion
-Working on the work
Neutral Questions
-Responders form their options into a neutral question
-To form opinions into neutral questions is precisely the process necessary to get to the questions that matter for the artist
PNP Sandwich
-(positive negative positive)
-Find something positive, then find something negative, then find another positive thing
-An easy way to develop trust and help people become comfortable with hearing other people's opinions
Good-bad vs. Like-dislike
-Shatter the idea that anything you like is good, and anything you don't is bad
-Criticism is not about you. It's about the work you are viewing and the person that made it
-Learn to see the good and respectable attributes in work you do not like: they are there if you let yourself see them
Brainstorm Rules
-One Conversation at a time
-Go for quantity
-Build on the ideas of others
-Encourage wild ideas
-Be visual
-Stay on topic
-NO blocking (Defer judgement)
Ideate
The mode of your design process in which you aim to generate radical design alternatives
-Step Beyond obvious solutions and thus increase the innovation potential of your solution set
Types of Thinking
Positive and Conscious Thinking
Positive Thinking
Feeling good about oneself
Conscious Thinking
-Takes time and mental resources
-Continual practice automates the action cycle, minimizing the amount of conscious thinking and problem-solving required to act
Seven Stages of Action
-Discoverability
-Feedback
-Conceptual model
-Affordances
-Signifiers
-Mappings
-Constraints
Reminders
-include the signal and the message
-something must be remembered and the message is the information to be remembered
Different Types of Reminders
Location-Based, Time-Based, and Paper-Based
Feedback
Returns info about progress of an action to the user
Forms of Feedback
Audio, Visual, Verbal, and Tactile
Constraints
-Providing physical, logical semantic, and cultural constraints guides actions and eases interpretation
-Limit the actions a user can perform
-Can be graphic or physical
Signifier
-Effective use ensures discoverability and the feedback is well communicated and intelligible
-Communicates appropriate behavior
Visibility
Shows what functions/actions are available
Mapping
-The relationship between controls and their actions follows the principles of good mapping, enhanced as much as possible through spatial layout and temporal continuity
-determines how the inputs relate to the outputs
-Helps to be based on a good conceptual model
Consistency
Similar actions for similar actions, makes interfaces easy to learn, and prefers simplicity
Conceptual Models
The design projects all the information needed to create a good conceptual model of the system leading to understanding and a feeling of control. The conceptual model enhances both discoverability and evaluation of results
-Helps you communicate ideas
Metaphors
-Description of an interface relating it to a known system
Affordances
-exist to make the desired actions possible
-What an attribute allows us to do
-combines material properties, constraints, and gesture
-relationship between object and user