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SOUNDPORT / by Chulho Jang (GMDP 2003).

SOUNDPORT confronts the realities of the music sales environment. Through a highly designed promotional video mixing live video, animation, and motion graphics, he has proposed an innovative, transmedia model for enlivening point of sale purchasing of music. SOUNDPORT confronts the advantages of online purchasing head on by deploying new display and communications technologies in the retail environment. SOUNDPORT rejuvenates physical retail spaces where music is sold by bringing back a young, dance-oriented entertainment-savvy community. (Description from the Media Design Program website.)

Jang, Chul-Ho

Strange design : interface, imagination & the logic of looking / by D. Scott Nazarian (GMDP 2004).

Strange Design describes a tension between the speculative and the practical within design practice. It is also a phrase to describe the visual anomalies, or 'datanomaly', of future human-computer interface. The methodology of Strange Design, enlisting the visual and ideological potentialities of the Science Fiction genre in both literature and film, is an appeal for a more Situationist approach to interface design, a way to untether computer users from the object of the computer and engender a more direct relationship with the space of computing. (Description from Media Design Program website.)

Nazarian, D. Scott

You are here : a transmedia system for travelers/ by Carina Ngai (GMDP 2004).

With You Are Here, Carina Ngai created a physical environment, a branding concept, and a sonic experience. These elements combine to enhance travelers? experiences in a foreign city enabling them to emotionally connect to a place. Tourists come to the You Are Here store and become explorers. Drawn in by the ambiance of the retail environment and a series of video attract loops, they select an Audio Walking Tour narrated by a local resident reflecting personal points of view. (Description from Media Design Program website.)

Ngai, Carina

2degrees advice network / by Jennifer Mary Tarara (GMDP 2004).

A new mobile information system and interface that allows users to save and share advice and information with members of a personally defined network. 2degrees can keep track of personal details, connect with permission to the databases of friends, and access the kind of things friends would know when they aren't available. (Description from Media Design Program website.)

Tarara, Jennifer

Telepath : wayfinding in the new urban ecology / by Matthew McBride (GMDP 2005).

[E]xamines the intersection of digital collective memory, locative technology and urbanism as it transforms the Human Computer Interface into a Human Environmental Interface. A Telepath augments the act of looking through computing and gesture through processing, enabling individuals to engage in practical, cultural and emotional mapping as they excavate the specificity and sensibility of their environment. (Description from the Media Design Program website.)

McBride, Matthew

Crossing cultures / by Prarthana Panchal (GMDP 2005).

MishMash is about cross-cultural families finding their own rituals for life's celebrations. This trans-media system would help people generate rituals appropriate to their own situations, whether recalled from childhood, found from previous generations, combined or newly created. (Description from the Media Design Program website.)

Panchal, Prarthana

Transitional species / by Jed Berk (GMDP 2007).

Transitional Species: Autonomous Light Air Vessels (ALAVs) 2.0 are networked objects that communicate the concept of connectivity among people, objects, and the environment. Through the use of mobile technologies people can influence the behavior of the ALAVs by starting conversations and building closer relationships with them. ALAVs 2.0 reflects upon the current state of connectivity in our everyday lives. The potential of ALAVs 2.0 lies in its ability to captivate a wide audience and communicate the idea of people cohabiting a shared space with networked objects.

Berk, Jed

Retellings : interplay of narrative histories and documentation / by Miya Zane Osaki (GMDP 2007).

Retellings is an investigation into the ways in which we collect, save and share our experiences. An outcome of the research, here/there is an interactive exhibition of two family's stories of forced displacement in the United States and offers personal entry points into the larger, often challenging, subject matter through audio, light, and the visitor's movement. The project demonstrates how individual experience can contribute to the building of public knowledge.

Osaki, Miya

Reflexive interactions / by Linda Yoon (GMDP 2007).

ARON: Music Lives in the Cloud is a music sharing system that enables ambient, non-task oriented listening experiences through networked biomorphic light forms and a presence interface. ARON was created with a methodology called Reflexive Interactions which positions interaction designers as social agents. The needs of music collectors were used to develop conceptual prototypes designed to create delightful disruptions in the collectors' everyday lives.

Yoon, Linda

Transmedia portraits of the mundane : people knowing, technology interventions, alternative portraits / by Luke Johnson (GMDP 2009).

What can a Civil War Society in Philadelphia reveal about online social networking? Why design a GPS system that gets people lost? How can you hear a city hold its collective breath? Portraits in People-Knowing deploys technological interventions to create unexpected portraits of people's lives.

Johnson, Luke

Right at hand : tangible interfaces for digital collections / by Parker Kuncl (GMDP 2009).

At Hand is an array of interactive devices that allow users to gain access to digital archives that are geographically and thematically disparate. The physical interfaces and hosted experiences, derived from the strategies of the wunderkammer, prototype how real-world objects might be used to interact with digital collections, and vice versa.

Kuncl, Parker

This, that, and the others : building simulations beyond the if/thens to the how so's / by Aurelia Friedland (GMDP 2012).

We live in a world of if/then’s, from our engineered landscapes, networks, and systems to the tools with which we design them. This, That, and the Othersuses narrative simulations, built in Google SketchUp, to imagine techno-urban landscapes that look beyond the if/thens to the how so’s.

Friedland, Aurelia

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