My Exhibition - Designing for Affective Communication, Personalisation and Social Experience
My Exhibition - Designing for Affective Communication, Personalisation and Social Experience
批准号:
AH/E507395/1
负责人:
Chris Rust
金额:
$41.82万
依托单位国家:
英国
项目类别:
Research Grant
财政年份:
2007
资助国家:
英国
项目状态:
已结题
起止时间:
2007 至 --
中文摘要
21世纪标志着设计的转变,不再是针对特定类型的“产品”而建立已久的学科。先进的经济学关注的是文化生产和“体验”消费,而不是物质产品的消费,设计师正在超越他们的传统定义和新种类的“体验”,而不是物质产品,设计师正在超越他们的传统定义,新类型的专家正在参与设计。在数字媒体增长和现代制造业日益灵活的推动下,还有第二种趋势走向“个性化”或“大规模定制”,即个人期望在非常短的时间内准确地拥有他们想要的东西,并按订单生产。比如,你可以在几天内把汽车或电脑做成你想要的样子,或者你可以随时下载你选择的电影或音乐,而不是接受电视公司或汽车制造商选择生产的东西。然而,选择并不是一件完全合格的商品。不能指望人们在每次做出决定时都要在成千上万种可能的组合中挣扎,所以设计师必须找到方法来帮助我们选择适合自己的组合。这个项目的中心兴趣是为个性化设计的过程,特别是个性化体验。虽然计算机系统可以支持复杂的选择,但只有当人们相当清楚地知道他们想要什么时,才有一台计算机引导你完成这个过程,使用明确的问题和描述。在我们无法想象的情况下,或者当我们的判断是利用图像、声音、灯光和其他感官因素的本能交流来帮助人们个性化体验时,这对我们没有帮助。该项目将利用皇家军工厂计划举办的关于百年战争的展览来探索这些问题。为了提供一个进行社会调查的环境,我们将在展览中设计和安装互动‘路点’,帮助人们关注适合他们的叙事和参与形式。路点将识别个人游客,提供选择,记录他们的决定和行动,以建立访问记录,告知下一个路点该游客的兴趣,并指导他们继续访问。虽然计算机系统将帮助管理这一过程,但重点将放在博物馆环境中的交流上,而不是通过计算机。我们还将研究如何建立这一过程,以引起参观者之间的互动,而不仅仅是私人体验。过去的大多数研究都调查了个性化的个人体验,而不是它的社会维度。研究包括两个主要部分:一个为期一年的创意设计项目,设计和建立路点,包括一个支持设计过程本身的用户测试程序,以及我们对观众调查的思考,第二部分将完成。设计团队的专长包括博物馆设计、3-D设计、互动媒体、电影制作/特效、机械工程和软件工程,他们将与皇家兵工厂的设计团队密切合作。随后将对展览本身进行为期6个月的调查,观察和采访参展商,并建立实验,测试不同的沟通策略。项目的结果将是关于如何进行个性化设计的知识,以及对跨学科设计和研究的本质的洞察。除了发布我们的成果外,我们还将举办一个公开展览,展示我们开发的想法,并建立一个网站,提供该项目的可视化故事。
英文摘要
The 21st century has marked a shift in designing away from long-established disciplines geared toward particular kinds of 'products'. Advanced economics are focusing on cultural production and the consumption of 'experience' rather than material goods, designers are stepping outside their traditional definitions and new kinds of 'experience' rather than material goods, designers are stepping outside their traditional definitions and new kinds of experts are becoming involved in designing.There is a second trend, driven by the growth of digital media and the increasing flexibility of modern manufacturing, towards 'personalisation' or 'mass customisation' in which individuals expect to have precisely what they want, produced to order in a very short time. Examples include having a car or computer made just as you want it in a few days or being able to download your choice of movie or music at a moment's notice, rather than accepting waht the TV company or car manufacturer chooses to produce.Choice, however, is not an unqualified good. People cannot be expected to wrestle with thousands of possible combinations every time they make a decision so designers must develop ways to help us choose what will suit us. The central interest of this project is that process of designing for personalisation, especially personalisation of experience.While computer systems can support complex choices, having a computer to guide you through the process using explicit questions and descriptions is only relevant when people have a fairly clear idea of what they want. That does not help us in situations that we cannot imagine or where our judgements are 'affective' communication, using the visceral qualities of images, sounds, lighting and other sensory factors, can be used to help people personalise experiences.The project will use an exhibition planned at the Royal Armouries, about the 100 Years War, as a vehicle to explore these issues. To provide an environment for a social investigation, we will design and install interactive 'waypoints' in the exhibition which will help people attend to the narratives and forms of engagement that will suit them. Waypoints will recognise individual visitors, offer choices, record their decisions and actions to build up a record of the visit that will inform the next waypoint about that visitor's interests and guide them onward in their visit. The emphasis will be on communication in the museum environment, 'ambient' communication, rather than through a computer although a computer system will help to manage the process.We will also be looking at how the process can be set up to cause interaction between visitors, rather than just a private experience, most research in the past has investigated the individual experience of personalisation rather than its social dimension.The research has 2 main parts:A one-year creative design project to design and build waypoints, including a programme of user testing that will support the design process itself and our thinking about the audience research that wil be done in the second part. The design group's expertise includes museum design, 3-D design, interactive media, filmmaking/special effects, mechanical engineering and software engineering and they will work closely with the design team at the Royal Armouries.This will be followed by a 6-month programme of investigations in the exhibition itself, observing and interviewing to the exhibiton and setting up experiments in which different communications strategies are tested.The outcome of the project will be knowledge about ways to design for personalisation and insights into the nature of interdisciplinary desinging and research. As well as publishing our results we will hold a public exhibition to demonstrate the ideas we have developed and a website to provide a visual story of the project.
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Transmitting Craft Knowledge: Eliciting and passing on the skills of craft masters with the help of interactive media
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批准号:AH/D001838/1
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项目类别:Research Grant
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资助金额:$18.28万
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财政年份:2007
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负责人:Chris Rust
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依托单位:
海外基金