Media architecture is a challenging novel research domain which demands a close partnership between human-computer interaction (HCI), the industry and architects. Using a design-process approach that involves early prototyping is especially in this discipline a mandatory task in order to get any design right. However, crafting early interactive prototypes and exploring low-res content, form variations and interaction concepts is still cumbersome, challenging and comes at high cost which is mainly feasible for larger studios. To enable smaller architectural practices start prototyping with media architecture from scratch we present our prototyping toolkit LightBricks. It is intended to build miniature models of media architectural designs and remove technical burdens with a playful approach. It further enables the rapid exploration of possible content applications for low-resolution media architecture in order to assist interdisciplinary design teams in early phases of the design process to envision, demonstrate and pre-test visual or interactive content when working on new projects involving low-resolution media architecture.
{"title":"LightBricks: a physical prototyping toolkit for do-it-yourself media architecture","authors":"Marius Hoggenmüller, A. Wiethoff","doi":"10.1145/2946803.2946811","DOIUrl":"https://doi.org/10.1145/2946803.2946811","url":null,"abstract":"Media architecture is a challenging novel research domain which demands a close partnership between human-computer interaction (HCI), the industry and architects. Using a design-process approach that involves early prototyping is especially in this discipline a mandatory task in order to get any design right. However, crafting early interactive prototypes and exploring low-res content, form variations and interaction concepts is still cumbersome, challenging and comes at high cost which is mainly feasible for larger studios. To enable smaller architectural practices start prototyping with media architecture from scratch we present our prototyping toolkit LightBricks. It is intended to build miniature models of media architectural designs and remove technical burdens with a playful approach. It further enables the rapid exploration of possible content applications for low-resolution media architecture in order to assist interdisciplinary design teams in early phases of the design process to envision, demonstrate and pre-test visual or interactive content when working on new projects involving low-resolution media architecture.","PeriodicalId":303087,"journal":{"name":"Proceedings of the 3rd Conference on Media Architecture Biennale","volume":"48 28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117353239","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
G. Caldwell, Mirko Guaralda, J. Donovan, Markus Rittenbruch
Media architecture has emerged from and relies upon a range of different disciplinary traditions and areas of expertise. As this field develops, it is timely to reflect upon the ways in which designers of different disciplinary stripes can be brought together to collaborate in a design process. What are the means by which design teams can establish a 'common ground' where design work can take place while recognizing the diversity of ways of working those different disciplines bring to the process? A co-design approach has been the fundamental backbone of the InstaBooth project, which has brought together a multi-disciplinary design team of academics and practitioners. The intention of this project has been to explore the combination of digital and physical interactions within a small media architecture installation to intervene with urban environments and public places for the purposes of community engagement. It is by exploring the design process of the InstaBooth project that we highlight the value of multi-disciplinary collaborations, the lessons that can be learned, and the struggles and hurdles along the way. This paper highlights the iterative process of design, the materials and physical prototypes that were employed to ultimately create a working version of the InstaBooth, a media architecture that evolves as users push its boundaries and take ownership of the installation. The concept of the InstaBooth continues to develop not only as more data are collected on its mechanics and potentials through observations, interviews and workshops, but also as more and more users engage with the installation in their individual ways.
{"title":"The InstaBooth: making common ground for media architectural design","authors":"G. Caldwell, Mirko Guaralda, J. Donovan, Markus Rittenbruch","doi":"10.1145/2946803.2946806","DOIUrl":"https://doi.org/10.1145/2946803.2946806","url":null,"abstract":"Media architecture has emerged from and relies upon a range of different disciplinary traditions and areas of expertise. As this field develops, it is timely to reflect upon the ways in which designers of different disciplinary stripes can be brought together to collaborate in a design process. What are the means by which design teams can establish a 'common ground' where design work can take place while recognizing the diversity of ways of working those different disciplines bring to the process? A co-design approach has been the fundamental backbone of the InstaBooth project, which has brought together a multi-disciplinary design team of academics and practitioners. The intention of this project has been to explore the combination of digital and physical interactions within a small media architecture installation to intervene with urban environments and public places for the purposes of community engagement. It is by exploring the design process of the InstaBooth project that we highlight the value of multi-disciplinary collaborations, the lessons that can be learned, and the struggles and hurdles along the way. This paper highlights the iterative process of design, the materials and physical prototypes that were employed to ultimately create a working version of the InstaBooth, a media architecture that evolves as users push its boundaries and take ownership of the installation. The concept of the InstaBooth continues to develop not only as more data are collected on its mechanics and potentials through observations, interviews and workshops, but also as more and more users engage with the installation in their individual ways.","PeriodicalId":303087,"journal":{"name":"Proceedings of the 3rd Conference on Media Architecture Biennale","volume":"247 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115019349","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In aesthetic inquiry, the sublime has remained a versatile signifier used to theorize art movements across the ages in a wide variety of artistic media. Highly influential in literature and visual arts, it has adapted to the sensibilities of changing times and objects of study. A new understanding of the concept has emerged today: the data sublime. From data visualizations to mass surveillance, the moniker data sublime has been used in the past decade to refer to the abstract manifestations of information technology in the everyday. This expression of sublimity foregrounds data as a form that is virtual, transcendent and beyond the reach of the sense apparatus. Yet data as an artifact is indelibly written and recorded by human hands. What urban representations might this paradox render possible? Are dataspaces myths or the experience of real places? This essay speculates on some of the relationships that might exist between data sublimity and placemaking in design research. It contributes to the literature by engaging in a reflection on how the data sublime could be recast and applied to media architecture. Several case studies are presented to ground this discussion and suggest potential avenues for future research.
{"title":"Recasting the data sublime in media architecture","authors":"Claude Fortin","doi":"10.1145/2946803.2946809","DOIUrl":"https://doi.org/10.1145/2946803.2946809","url":null,"abstract":"In aesthetic inquiry, the sublime has remained a versatile signifier used to theorize art movements across the ages in a wide variety of artistic media. Highly influential in literature and visual arts, it has adapted to the sensibilities of changing times and objects of study. A new understanding of the concept has emerged today: the data sublime. From data visualizations to mass surveillance, the moniker data sublime has been used in the past decade to refer to the abstract manifestations of information technology in the everyday. This expression of sublimity foregrounds data as a form that is virtual, transcendent and beyond the reach of the sense apparatus. Yet data as an artifact is indelibly written and recorded by human hands. What urban representations might this paradox render possible? Are dataspaces myths or the experience of real places? This essay speculates on some of the relationships that might exist between data sublimity and placemaking in design research. It contributes to the literature by engaging in a reflection on how the data sublime could be recast and applied to media architecture. Several case studies are presented to ground this discussion and suggest potential avenues for future research.","PeriodicalId":303087,"journal":{"name":"Proceedings of the 3rd Conference on Media Architecture Biennale","volume":"41 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123509521","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Nemanja Memarovic, A. Schieck, Holger Schnädelbach, E. Kostopoulou, S. North, Lei Ye
Networked public displays are a new medium, and as such they can improve the quality and experience of urban spaces by providing new means to engage members of place-based communities. As they are located in different public spaces understanding commonalities and differences between their users helps in building a solid foundation for knowledge on how networked public displays operate. In this paper, we describe findings from a 12 weeks deployment of the Moment Machine application that allows posting and viewing situated snapshots across 4 displays placed in urban settings of the Screens in the Wild Network (UK). We describe similarities/differences between the four user communities in terms of the photos taken, returning users behavior, interaction session properties etc. Overall, our findings contribute to the buildup of knowledge on general engagement patterns of networked public displays. We suggest that situated snapshots and their analysis as described in this paper can be used as a research tool and methodology for capturing and uncovering the part of a place-based community interested in interacting with public displays.
{"title":"Longitudinal, cross-site and \"in the Wild\": a study of public displays user communities' situated snapshots","authors":"Nemanja Memarovic, A. Schieck, Holger Schnädelbach, E. Kostopoulou, S. North, Lei Ye","doi":"10.1145/2946803.2946804","DOIUrl":"https://doi.org/10.1145/2946803.2946804","url":null,"abstract":"Networked public displays are a new medium, and as such they can improve the quality and experience of urban spaces by providing new means to engage members of place-based communities. As they are located in different public spaces understanding commonalities and differences between their users helps in building a solid foundation for knowledge on how networked public displays operate. In this paper, we describe findings from a 12 weeks deployment of the Moment Machine application that allows posting and viewing situated snapshots across 4 displays placed in urban settings of the Screens in the Wild Network (UK). We describe similarities/differences between the four user communities in terms of the photos taken, returning users behavior, interaction session properties etc. Overall, our findings contribute to the buildup of knowledge on general engagement patterns of networked public displays. We suggest that situated snapshots and their analysis as described in this paper can be used as a research tool and methodology for capturing and uncovering the part of a place-based community interested in interacting with public displays.","PeriodicalId":303087,"journal":{"name":"Proceedings of the 3rd Conference on Media Architecture Biennale","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129863146","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rachel Clarke, Clara Crivellaro, Danilo Di Mascio, Peter C. Wright
We discuss an experimental pilot study collecting and sharing media to explore active citizen engagement with older adults in the city. Our purpose was to inquire into the potential role of audio-visual media collection and presentation to inform urban planning. We encouraged collective documentation of the associations older people have with place and reflected on shared experiences within the context of mobile and civic technologies. We report on different phases of the study, contributing insights on the potential role of digital media to raise awareness and sensitivities to alternative perspectives providing expression of people's values. We speculate on potential opportunities for media architecture to present and re-mix media and make place-based contentions palpable.
{"title":"Re-configuring participatory media for citizen elders in urban planning","authors":"Rachel Clarke, Clara Crivellaro, Danilo Di Mascio, Peter C. Wright","doi":"10.1145/2946803.2946815","DOIUrl":"https://doi.org/10.1145/2946803.2946815","url":null,"abstract":"We discuss an experimental pilot study collecting and sharing media to explore active citizen engagement with older adults in the city. Our purpose was to inquire into the potential role of audio-visual media collection and presentation to inform urban planning. We encouraged collective documentation of the associations older people have with place and reflected on shared experiences within the context of mobile and civic technologies. We report on different phases of the study, contributing insights on the potential role of digital media to raise awareness and sensitivities to alternative perspectives providing expression of people's values. We speculate on potential opportunities for media architecture to present and re-mix media and make place-based contentions palpable.","PeriodicalId":303087,"journal":{"name":"Proceedings of the 3rd Conference on Media Architecture Biennale","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130686783","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper describes, historicizes, and evaluates a phenomenon I refer to as massive media: an emerging subset of technical assemblages that include large outdoor projections, programmable architectural façades, and urban screens. Massive media are massive in their size and subsequent visibility, but are also an agglomeration of media in their expressive screen and cinema-like qualities and their associated interactive and network capabilities. I demonstrate how these situations enable and necessitate the development of new practices of expanded cinema and public data visualization that blend the logics of urban space, monumentality, and the public sphere with the aesthetics and affordances of digital information and the moving image to support a more participatory public culture in which we identify and engage with collective presence, memory, and action through new screen scenarios that merge information, architecture, and the moving image.
{"title":"Massive media: when cities become screens","authors":"Dave Colangelo","doi":"10.1145/2946803.2946812","DOIUrl":"https://doi.org/10.1145/2946803.2946812","url":null,"abstract":"This paper describes, historicizes, and evaluates a phenomenon I refer to as massive media: an emerging subset of technical assemblages that include large outdoor projections, programmable architectural façades, and urban screens. Massive media are massive in their size and subsequent visibility, but are also an agglomeration of media in their expressive screen and cinema-like qualities and their associated interactive and network capabilities. I demonstrate how these situations enable and necessitate the development of new practices of expanded cinema and public data visualization that blend the logics of urban space, monumentality, and the public sphere with the aesthetics and affordances of digital information and the moving image to support a more participatory public culture in which we identify and engage with collective presence, memory, and action through new screen scenarios that merge information, architecture, and the moving image.","PeriodicalId":303087,"journal":{"name":"Proceedings of the 3rd Conference on Media Architecture Biennale","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115145776","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Niels Wouters, K. Keignaert, Jonathan Huyghe, A. V. Moere
Media architecture is becoming an increasingly affordable and ubiquitous element in our built environment. As a result, architecture gains dynamic and interactive opportunities to engage with its surroundings. However, the influence of media architecture on the experience of the built environment raises the need to avoid an architectural disconnect. In this paper, we describe which design qualities support the architectural relevance of media architecture. We report on a Q Methodology survey among 22 architects that aimed to reveal the perceived architectural quality of 24 existing media architecture projects. Our analysis of the specific terminology illustrates how perceived architectural quality of media architecture relates to its ability to 1) coexist with physical characteristics of architecture; 2) augment space; 3) respond to contextual changes; and 4) communicate content that is relevant for the architectural situation.
{"title":"Revealing the architectural quality of media architecture","authors":"Niels Wouters, K. Keignaert, Jonathan Huyghe, A. V. Moere","doi":"10.1145/2946803.2946808","DOIUrl":"https://doi.org/10.1145/2946803.2946808","url":null,"abstract":"Media architecture is becoming an increasingly affordable and ubiquitous element in our built environment. As a result, architecture gains dynamic and interactive opportunities to engage with its surroundings. However, the influence of media architecture on the experience of the built environment raises the need to avoid an architectural disconnect. In this paper, we describe which design qualities support the architectural relevance of media architecture. We report on a Q Methodology survey among 22 architects that aimed to reveal the perceived architectural quality of 24 existing media architecture projects. Our analysis of the specific terminology illustrates how perceived architectural quality of media architecture relates to its ability to 1) coexist with physical characteristics of architecture; 2) augment space; 3) respond to contextual changes; and 4) communicate content that is relevant for the architectural situation.","PeriodicalId":303087,"journal":{"name":"Proceedings of the 3rd Conference on Media Architecture Biennale","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128473940","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Links between play, placemaking and public space are explored in the design and development of 'urban art environments'. This approach to media architecture is articulated via examples of interaction design in recent urban art projects.
{"title":"Play and placemaking in urban art environments","authors":"T. Innocent","doi":"10.1145/2946803.2946805","DOIUrl":"https://doi.org/10.1145/2946803.2946805","url":null,"abstract":"Links between play, placemaking and public space are explored in the design and development of 'urban art environments'. This approach to media architecture is articulated via examples of interaction design in recent urban art projects.","PeriodicalId":303087,"journal":{"name":"Proceedings of the 3rd Conference on Media Architecture Biennale","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129780563","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The 21st century city is faced with a myriad of social, political and environmental complexities. The increasing global urbanisation puts pressure on the various spheres of government as well as on citizens to continuously redefine and manage public assets and spaces - often built for social contexts that no longer exist. While top-down approaches have arguably failed to engage and motivate communities in meaningful ways, bottom-up initiatives have also proved difficult in promoting lasting impact on official policies. The democratisation of digital technologies provides new opportunities for citizens to organise themselves around local issues. These complexities galvanise communities around a civic debate about the present and future identity of the places they live in. Yet, it is still fairly challenging to balance community expectations, on one hand, with transparency regarding the complex decision-making processes inherent to public administration, on the other. In this paper, we present common approaches to placemaking. We then discuss new forms of digital placemaking and illustrate their application through four interventions we ran to investigate digital technology adoption for community engagement initiatives. Based on those scenarios, we investigate: (1) the shifting role of digital technologies as tools employed by individual groups to create placemaking initiatives, and (2) media interventions that inform and bring decision makers at the top, and citizens at the bottom together into more collaborative and focused city making efforts.
{"title":"Not just pretty lights: using digital technologies to inform city making","authors":"Joel Fredericks, L. Hespanhol, M. Tomitsch","doi":"10.1145/2946803.2946810","DOIUrl":"https://doi.org/10.1145/2946803.2946810","url":null,"abstract":"The 21st century city is faced with a myriad of social, political and environmental complexities. The increasing global urbanisation puts pressure on the various spheres of government as well as on citizens to continuously redefine and manage public assets and spaces - often built for social contexts that no longer exist. While top-down approaches have arguably failed to engage and motivate communities in meaningful ways, bottom-up initiatives have also proved difficult in promoting lasting impact on official policies. The democratisation of digital technologies provides new opportunities for citizens to organise themselves around local issues. These complexities galvanise communities around a civic debate about the present and future identity of the places they live in. Yet, it is still fairly challenging to balance community expectations, on one hand, with transparency regarding the complex decision-making processes inherent to public administration, on the other. In this paper, we present common approaches to placemaking. We then discuss new forms of digital placemaking and illustrate their application through four interventions we ran to investigate digital technology adoption for community engagement initiatives. Based on those scenarios, we investigate: (1) the shifting role of digital technologies as tools employed by individual groups to create placemaking initiatives, and (2) media interventions that inform and bring decision makers at the top, and citizens at the bottom together into more collaborative and focused city making efforts.","PeriodicalId":303087,"journal":{"name":"Proceedings of the 3rd Conference on Media Architecture Biennale","volume":"61 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126693484","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This paper presents a theoretical framework for analyzing the aesthetics of participation of media architecture. The framework is based on a close reading of French philosopher Jacques Rancière and provides four points of emphasis: modes of sense perception, forms of engagement, community and emancipation. The framework is put to use in the analysis of three experimental media architectural projects; Ekkomaten/Echoes from Møllevangen, the coMotion Bench and FeltRadio. We discuss the findings from this analysis and outline future perspectives on how to develop and use the framework prospectively in the design of media architectural projects and other interactive environments.
{"title":"Analyzing the aesthetics of participation of media architecture","authors":"J. Fritsch, E. Grönvall, Morten Breinbjerg","doi":"10.1145/2946803.2946807","DOIUrl":"https://doi.org/10.1145/2946803.2946807","url":null,"abstract":"This paper presents a theoretical framework for analyzing the aesthetics of participation of media architecture. The framework is based on a close reading of French philosopher Jacques Rancière and provides four points of emphasis: modes of sense perception, forms of engagement, community and emancipation. The framework is put to use in the analysis of three experimental media architectural projects; Ekkomaten/Echoes from Møllevangen, the coMotion Bench and FeltRadio. We discuss the findings from this analysis and outline future perspectives on how to develop and use the framework prospectively in the design of media architectural projects and other interactive environments.","PeriodicalId":303087,"journal":{"name":"Proceedings of the 3rd Conference on Media Architecture Biennale","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129532485","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}