This artist presentation will present a case study on how different user models of interaction shape narrative experiences in virtual reality landscape environments. The three models that will be explored are guided experiences, embodied task interaction, and companion based virtual reality interactions.
This project examines the critical relationship between storytelling and information, specifically, quantitative insights, within a dynamic virtual setting, of current events in the social sector—our global water crisis.
Mike Edwards Founder/Lead Technologist rich | strange (richstrange.com)
“The question of ‘experience’ is frequently debated in design circles, and particularly in educational circles where students have a tendency to mistake software as a way to transform themselves into film directors. The prevailing sentiment seems influenced not only by the stylistic urge to layer but also by the expectation that design must address new and complex audiences in new and complex ways.”
—Jessica Helfand, Essays on Graphic Design, New Media, and Visual Culture.
As interactive technologies become more complex and traditional narrative structures more layered—information and data are themselves becoming a powerful narrative tool.
Driven by our passion for both social impact and mixed reality, this project examines the critical relationship between storytelling and information, specifically, quantitative insights, within a dynamic virtual setting, of current events in the social sector—our global water crisis.
We begin to shape a new territory for human-centric interaction design through the use of mixed reality, striking a balance between craft and execution, context and purpose.
This project, Future of Water, is a proof of concept, of a virtual-reality data experience, that aims to critique the scarcity of information innovation within larger problem areas—in this instance, the global water gap.
Breaking down the quantitative data sets from McKinsey & Company’s economic report “Charting Our Water Future” our work:
showcases how VR affordances can adapt and illuminate these quantitative insights within the setting of mixed reality
suggests a process of divergent and convergent thinking for a diversity of stakeholders, including educators
demonstrates the transformative power of mixed reality storytelling, and
educates our audience on the challenges that designers will face in creating functional solutions working with edge technologies
Assistant Professor of Graphic Design
College of Arts and Architecture
Post-Doctoral Research Scholar
Stuckeman Center for Design Computing
Multi-modal visualization has long been considered important for design communication through representation and presentation, yet it has not been explored through an interface. In this presentation we discuss the outline for our test of use of a new interface designed to provide a multi-modal experience of design representations through the presentation and review processes. This interface is being developed for use in an immersive environments lab, a unique presentation space that allows for large-screen display and virtual reality. Before implementing a new interface, testing needs to be done to identify issues and perceptions of how well it works. We aim to test the feasibility of using a multi-modal interface with advanced-level undergraduate students in the design disciplines (architecture, landscape architecture, and graphic design) as a way for them to communicate design through presentation and review. In this presentation we talk about how usability testing allows for the results of actual use of an interface to feed back into improving the overall design. Specifically, we will provide an overview of our application of usability testing in design disciplines to address our hypothesis that being able to view different modalities of design representation at one time is more meaningful to communicate design both during presentation and in the review process. Success of the meaningfulness of the interface will be explored through the TAM model (Davis 1992) of usefulness, ease of use, and behavioral intention. We will also present the primary end point goals for this study, including our human factors study, and our self-report measurement of actual use of the multi-modal interface through questionnaires measuring usefulness, ease of use, and behavioral intention.
Ed Johnston Assistant Professor Michael Graves College Robert Busch School of Design Kean University
One essential component in the vast majority of design thinking methodologies is the importance of empathy. As designers, we have the opportunity to understand and share the feelings of another, articulate pain points within a situation and develop solutions to those pain points.
With the emergence of mobile virtual reality and augmented reality, designers can begin to develop novel solutions to some daunting and exciting questions. What if we could help someone travel through time to the past and see things as they once were? What if we could transport someone into a space, which they cannot reach? What if we could help distract someone from feeling chronic pain or loneliness?
I have been working with students and creative researchers on projects to respond to some of these questions. In my Liberty Hall 360 research initiative, I have been using immersive technologies, including 360-degree video and augmented reality, to address a variety of needs within Liberty Hall Museum. These needs include accessibility and enrichment of the museumgoer’s experience to feel a stronger sense of presence within historic moments.
In this presentation, I will share the development of my collaborative projects and some inspirational projects by other creative researchers, which are establishing the experiential and therapeutic significance of the application of immersive technologies. In addition, I will put forth an argument for the importance of incorporating immersive technologies into design education curricula.
Jay Van Buren
CEO and Founder, Early-Adopter.com LLC
Co-Founder and CEO, Membit Inc.
Places are part of our identity. Our memories and experiences are tied to places, and yet in a world where we increasingly use digital means for everything, there’s no good way to mark a place as special to us, or to connect with the other people for whom that place matters. GPS is insufficiently precise and computer-vision-based augmented reality depends upon some kind of physical marker, a poster, a plaque, or other demarcation.
Membit allows people to annotate a location with precisely placed, augmented content without using computer vision. It uses the patented “human positioning system” which works anywhere.