Two of the world's most influential voices at the intersection of fiction and design will join MADE UP curator Tim Durfee to discuss tactical anachronisms, designing for ambiguous reality, and the re-emergence of speculative practice in the 21st century. Moderated by Anne Burdick, MDP Chair.
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.)
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.)
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.)
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.)
[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.)
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.)
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.
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.