6. New Media i.e.
internet technology games systems
7. New Media i.e.
internet technology games systems
art networks participation information
8. New Media
• Several ways to describe it
• Might refer, among others, to media, metamedia, digital
art, social networks and virtual communities, creative
participation such as crowd sourcing, and
on-demand access to content via various digital devices
• New media technologies are – usually –
described as the ones with the nature
of digital interactivity
9. New Media
Some of the Lev Manovich’s propositions
1. Cultural objects and paradigms - Digitalization
2. Computer technology as distribution platforms
3. The mix between old and new data representation;
metamedia – avant-garde, new ways of accessing and
manipulating information
10. New Media Impact
“Time is lost,
confusion results
and money is spent.”
– the manager of a Connecticut manufacturing firm in 1917
15. New Media Impact: Data
‣ Huuuuge amount of data
Processing
Flow
Value
Security
New business material Dealing Visualization
Growing in demand: ability to deal
with complex systems and extract
wisdom from the data
16. New Media Impact: Tech
‣ New technologies,
platforms & communities
‣ Democratization,
globalization
Overproduction
Digital divide old phones the Artist
New Laws and Ethics
Open vs Proprietary
Ecology Has technology a leading role in human affaires?
How affects perception and understanding?
(ie McLuhan)
17. New Media Impact: Culture
‣ Self-express, art, culture
Dadaism, irony
Cultural references
Mashups
Co-creation, memes
Services, events
sad keanu
18. New Media Impact: Culture www.wherethefuckshouldigotoeat.com/
‣ Self-express, art, culture
Dadaism, irony
Cultural references
Mashups
Co-creation, memes
Services, events
sad keanu
20. Design
The Action-centric model The Rational model
• Creativity and emotions • Plan-driven
• Improvised process • Sequence of steps
• “Frame, move, evaluate” • Optimization of design object
‣ Agile approach ‣ Waterfall model
21. Agile development
• Lightweight and adaptive
development process
• Short development cycles
• Iteration
• Self-organizing,
cross-functional teams
• Scrum, XP
22. User-centered design
• One of the possible approaches
• Focus on user
• Users as a guide of design
• Designer translates users needs and goals
24. IxD
• Process of designing digital products, services,
systems and environments.
• Aiming to find and comprehend user’s needs
and goals
• Defining and taking into account user’s
abilities and limitations
• Defining the structure and behavior of
interactive systems
25. IxD
1. Studying possible futures
2. Framing possible problems
3. Micro-experimenting
4. Addressing technical, aesthetical etc. aspects
5. Connecting to the bigger picture
http://www.interaction-design.org/
26. Interaction Design
Requires T-shaped skills:
• Deep knowledge in one’s field
• Collaboration across disciplines
29. Personas
• 1-2 page long description of a user
archetypes
• 2–5 personas
(primary, secondary, supplementary)
• Are composed from observation,
interviews, etc.
• Serves as a guide to the design
process, but...
• ...do not substitute involving real
users in the design process
30. Scenarios
• Describe likely interactions between types of
users (personas) and the system
• Consists of settings, actors, goals, actions,
events and objects.
• Aims to mirror the real context and usage
31. Scenarios
Laura has a a 4-year old dog. In a week
she is planning to go on vacation and is
looking for a dog sitter.
Laura opens a dog sitter site and points
on a map. She wants to find someone
who lives nearby. She browsers results
until she find Ulla's profile. Laura likes
her resume and decides to contact her.
32. User Stories
• Written sequences of
actions and events that
lead to an outcome “As a user, I want to
find good dog sitters
• Good stories are near by so that I
independed, short and
testable could contact them.“
• Bridge between users,
designers and developers
33. User Stories
• Written sequences of
actions and events that
lead to an outcome “As a user, I want to
find good dog sitters
• Good stories are near by so that I
independed, short and
testable could contact them.“
• Bridge between users,
designers and developers
34. User Stories
• Written sequences of
actions and events that
lead to an outcome “As a user, I want to
<role>, I want
find <do what> so
to good dog sitters
• Good stories are near byI so that I
that could
independed, short and
testable could contact them.“
<benefit>.“
• Bridge between users,
designers and developers
36. User stories
Becomes
personal
http://www.mountaingoatsoftware.com/blog/advantages-of-the-as-a-user-i-want-user-story-template
37. User stories
Becomes
personal
Helps to
prioritize
http://www.mountaingoatsoftware.com/blog/advantages-of-the-as-a-user-i-want-user-story-template
38. User stories
Becomes
personal
Helps to
prioritize
Feels rather
natural
http://www.mountaingoatsoftware.com/blog/advantages-of-the-as-a-user-i-want-user-story-template
40. Reference suggestions
• Putting people first
http://www.experientia.com
• Usability and interface design books
http://uxdesign.smashingmagazine.com/2008/01/24/usability-and-interface-design-books/
• Interaction Design
http://www.interaction-design.org/
• Generic Work Process
http://project.cmd.hro.nl/cmi/hci/toolkit/
• Entertainment
The Artist (2011), Everything is a remix, Social Network (2010), Black Mirror (2011)