IT’s first year master students have worked hard this semester to show off their projects for you. They present different examples of ambient technology for communities. Come and see 8 diverse interaction design projects. We will have 3 hours of demonstrations, talks and poster exposition. We will start at 12 o’clock with poster exposition at the IT department . We will start with 10 minute presentations at 12:30 in the Makerspace.
12:30 MagicMirror -An Interactive Drawing Surface for Public Areas
12:45 Availaboard – Managing Availability using a Tangible Interface
13:00 Navi Navi – Indoor Navigation Guidance
13:15 Reboot your mind with Energize Me!
14:00 Digital Notice Board
14:15 Expressing Sentiment through Ambient Lighting
14:30 Retro Museum – A Tangible Museum Experience
Some more information about the projects:
MagicMirror -An Interactive Drawing Surface for Public Areas
We developed Magic Mirror, a reflective surface, for drawing in the public areas in Østfold University College. People can pass kindness or collaborate to develop thoughtful drawings. Magic Mirror allows people to draw with the help of motion technology and also acts as a normal mirror. The motive of our design concept is to make people more social by passing messages through drawings on the mirror.
Availaboard – Managing Availability using a Tangible Interface
There is no uniform method for checking availability for lecturers and staff at Østfold University College. The most commonly used method to interact with colleagues is time-consuming both because of the vast distances between individual offices and the disturbance when receiving unscheduled meetings. There haven’t been implemented an obvious way to see whether someone is available or not. In our research we will install a tangible device that signals availability in an office setting, and see how the occupants accept this artifact. We derived our findings from a field study and two questionnaires. In our findings we found that there was a high acceptance for a tangible device and a uniform method for signaling availability. Further research would look at behaviour change and method effectiveness in this way of sharing availability.
Navi Navi – Indoor Navigation Guidance
When you aren’t familiar with the layout of rooms inside a building it can be difficult finding your destination. We designed a possible solution for finding your way indoors. Using a touch screen interface to find your room and receiving additional guidance using a tangible device while wayfaring towards your destination.
Reboot your mind with Energize Me!
This project tries to motivate students to leave the classroom during breaks. The purpose of the project is to refresh the focus of students, encouraging them to do physical activity, lowering average CO2 level inside the classrooms and to make break times fun and energizing in a social interaction manner. In this study, we propose a prototype which combines the aesthetic properties of an ambient display with game elements, based on a mood changing flower as interactive interface. Moreover, integrating exploring and manipulating interaction types, to increase the level of fun.
As a result, the study shows that combining gamification with an attractive ambient display can motivate students to have a shared experience by interacting with an interaction design artifact, therefore encouraging them to leave the classroom during break times, which is the goal of the project.
People use communal areas like hallways in school without any social interaction, due to purposes such as passing through and going to other destinations. In this project we want to repurpose the hallway by applying a motion-controlled game, such as interactive pong to increase social stimuli in students, faculty members and staff. This game uses Kinect for motion control and a projector for floor projection.
Digital Notice Board
Notice board is an important part of any organization, office or educational institute. In our university we have traditional wooden notice boards that are not convenient for the students to use. This is due to the notice boards being uncategorized and not efficient. To solve these problems, a digital notice board was proposed where the user can view and save the notices.
There is another problem in traditional notice board, that all the notices are in Norwegian Language, so international students face problem of language barrier. In our digital notice board we eliminated this issue by providing dual language option e.g. Norwegian and English. Using this digital notice board, international students can understand the notices properly. This notice board is also helpful for all students because notices are categorized, easy to access, easy to upload and download.
Expressing Sentiment through Ambient Lighting
In a busy office environment, a shared break room or rest area usually serves as a collaborative space for social interaction and knowledge sharing. In this project, we looked at how emotion recognition technology combined with ambient lighting can support mode awareness in an informal shared office space. We examined the degree of user involvement in playful interaction with the device and investigate possibilities for mode sharing with co-workers. We investigated how privacy concerns in relation to facial recognition technology impact the level of user interaction with the device.
Retro Museum – A Tangible Museum Experience
At the IT department at Østfold University College, multiple old computer artifacts such as the Commodore 64 and Macintosh Plus is displayed in glass cabinets. In this paper it is described how a tangible interface was created to invoke interest in these old artifacts. A literature research, a non-interactive field observation at a museum with multiple interactive installations, and a semi-structured interview was conducted as background for this task. Multiple sketches was produced along with a brainstorm session to come up with a set of requirement to able to create a suitable prototype. The prototype consisted of two sketches which main purpose was to create a tangible experience where the user can select between 3D-printed miniatures that resembles the artifacts. A field study in a natural setting along with semi-structured interviews was conducted to evaluate product and to confirm whether it answered the research question of the project or not.