FITC: Bridging Physical and Digital with Arduino and Flash

Marc Brown and I kicked off this year’s FITC conference with a pre-festival workshop called “Bridging Physical and Digital with Arduino and Flash”. Led by Christian Spinillo, Technical Director of Crispin Porter + Bogusky, we were given an exhaustive overview of the the capabilities of the Arduino microcontroller and were reminded how a little electrical engineering can make interactive experiences travel a long way by making them tactile.

The session started off with a stress on the importance of prototyping, and its difference from experimentation. “Experiments tinker digressions, but prototypes have requirements to meet specific needs”, explained Spinillo. He continued by saying that prototyping is now critical in the interactive agency process, as it is “effectively directed research, demonstrates product-driven thinking, and breeds creativity in areas otherwise forgotten in the creative process”. He could not be more spot on.

We saw some great examples that Marc will be posting shortly, and then quickly moved on to understanding specifics of the microcontroller, basics of electrical engineering, and the IDEs and serial socket servers necessary to interface Arduino with Flash.

Then came the challenge – to “extend the brand engagement of a major department store with the context of ‘Americana’ using a tactile interactive experience within their retail space”. After hearing this news, we broke up into groups of five. Among Marc and I were also Laurie Brown of Wieden+Kennedy, Michael Shirley of Euro RSCG Chicago, and Peter Lundholm, instructor from Sweden’s Umea University, Institute of Design.

Our group simply had the lunch hour to break ice and collaborate over our proposed direction, and did we surely succeed! Our campaign, called “Bring Your Own Parade”, extends the cultural history of the Macy’s Thanksgiving Day Parade to users entering the store by the use of pressure and proximity based sensors. By stepping on a pressure sensor embedded under a red star, consumers activate a sliding carousel to project onto the wall in front of them.

Upon activation, users can control the speed and direction of the carousel by pushing their arms out in front of them – the closer they were to the sensor, the faster the carousel would go. Likewise, receding their arms back towards their body would result in the carousel moving in reverse.

Within the last three hours of the day, we had the time to build the circuits necessary for these interactions and also develop the Flash application needed to capture the inputs and provide the projection.

Overall, learning the way around the Arduino and the serial socket server was a little bit frustrating. Many times, we had to restart the server on our machine so that we could properly read sensory input. Also, getting the circuits right takes a lot of dedication and patience!

Thankfully, Christian Spinillo was more than helpful to sit with us and help explain some of the circuitry, and he was ultimately dedicated to seeing our idea come to fruition.

However, once we learned the ropes behind the Arduino and its IDE, getting it working was a piece of cake! Our solution rocked the room, and everyone gave us a hearty round of applause after our presentation. At the end of the day, the intensity was worth it. We got a sneek peek at the culture behind CP+B’s interaction design team. We got the opportunity to network and collaborate with some of the best minds from our competing agencies. AND we got to get down and dirty to play with some really cool stuff. Rock on.

Adobe AIR on the Android Platform

Today, Andy Rubin, Google VP of Engineering, posted on the Adobe Featured blog that clearly states the commitment Google has to bringing Flash and AIR to Android-based devices. The post, entitled Adobe Air on the Android Platform, sets a great tone and promising partnership between Google and Adobe, and hopefully will alleviate the ongoing pains that Apple has caused over the last week.

Mike Chambers on Flash CS5 and the iPhone

I’ve been waiting from an official announcement from someone at Adobe for an opinion on what the latest iPhone licensing provisions truly mean. At last, Mike Chambers, Principal Product Manager for developer relations for the Flash Platform at Adobe, has spoken out and told us almost everything we thought we already knew. But now we know for sure.
Read Mike’s thoughts on the latest iPhone provisions.

The Holistic Design Process for Interactive Agencies

Succeeding in delivering innovative interactive solutions comes at a price, and the intense competition of our industry ensures nothing short of the survival of the fittest. Among those not only surviving but also living it up is Ivan Todorov, CEO and CTO of BLITZ agency, one of the nation’s premier digital agencies for generating some of the most forward-thinking experience designs over the last ten years.

Ivan has an impeccable ability to perfect both the business process and technology practice of interactive marketing, and has been sharing his process with audiences around the world during various conferences. Entitled “The Holistic Design Process for Interactive Agencies”, he speaks on how internal processes – from empowering new business to estimating scopes of work, all the way to file and folder naming conventions to help marry the creative and technical teams will energize the effectiveness and efficiency of any interactive agency.

Luckily, I had the pleasure of meeting Ivan for the second time in SF for Adobe Max in November 2008 (the first time was in NYC for FlashForward 2004), and seeing how his seminar has evolved over both a four-year span – both from the progression of creative/technology tools and from his own personal growth – was immensley impressive. Watch the video here.

Touch Me: Where Are Interfaces Going?

Over the last few days, my posts have for the most part revolved around immersive and tactile designs. Much of this is because of my strong belief that interaction design will continue to transcend away from traditional PC computer interfaces and into the realm of gestural, environmental, and architectural spaces. In order for this movement to progress successfully, however, we must no longer abide by “the medium is the message”. Contrary to what Marshall McLuhan had said many years ago, this statement which has stood its ground for decades and has illustrated the shaping of modern technology and its effect on how we communicate will soon become obsolete. This is because the message will soon transcend all mediums.

In the new world where content is king, the medium is defined in whatever feels most natural, to a point in which it must disappear – where the point of any narrative that we all try to convey in any interactive solution will be most successfully achieved when our end users feel that the interface between them and the narrative is completely transparent.

This video of the “Touch Me: Where Are Interfaces Going?” panel from Mix ’08 is a great stepping stone in helping narrative experiences live on in the digital world. Watch it. Learn from it. And live it.

Interfacing with Alcohol @ CLO Wine Bar

For those of you who are both wine afficionados AND geeks about creative interfaces, your search is over. CLO wine bar is a modern solution for people who are interested in finding new wines to drink but don’t know where to start.

Situated in the New York Times building (@ the 4th floor of the Columbus Circle mall), what drew me here on Good Friday was the supposed views of Columbus Circle and Central Park. While the views were pretty good, I was even happier to find a great solution to providing dining service.

The challenge:
1. Get as many people in a small space as possible
2. Educate them on the different wine offerings in the house
3. Prevent a wait staff from taking up more real estate than needed in the small space
4. Prevent the possibility of slow service from affecting our experience.

Upon first impressions, CLO’s environmental design is modern and sleek, but small. It fits all but 25 people or so, and you’ll notice only three people or so working there at any given time. We communed at a long table where a waitress instructed me of the process and asked for a credit card which she could hold and provide smart cards to charge our self service. I liked the process already – no more waiting to be served, especially when wine tasting can move rather quickly.

Looking down at the table, each customer is afforded a tactile interface projected down onto the tabletop from above that provides a menu of all the wines in their bottles. A webcam situated next to each projector captures each customer’s gestural movements, and allows them to interact with the interface to search for wines by grape/varietal, country of origin, and price. After making a few selections, the wines narrow down and the customer can opt for more information about a specific wine. The interface also shows where the wine is located within the map of the bar, and the customer can walk there, insert his/her smart card, and pour themselves a glass.

Overall, the experience was very pleasant. We were seated quickly, I drank wines I would otherwise not have tried, and service was there comfortably checking up on us. Better yet, the interface encouraged me to drink more than I should have, and it was amusing to see those even more heavily under the influence stumbling their way around with the interface.

Check out the video to learn all about CLO, and then make it a point to go there yourself and get your drink on. If anyone wants to go, let me know and I’m game!

Mag+

Congratulations to Bonnier’s R+D Department. I believe their interface for e-books promotes intuition in user experience much better than that of the iPads. While everyone argues that the iPad is not necessarily meant for reading e-books, I do have to argue to promote specialized interfaces for specialized content. Sometimes the convergence of all content into one device and its constraints will not be successful. Sometimes, less is more. 🙂

ring°wall

Developed by Sensory Minds, this is the world’s biggest multi-touch wall situated at Nürburgring, one of Germany’s most known race tracks.

More than 80 users can simultaneously interact with the 425 square meter (4,574 square feet) total surface.

Better User Experience with Storytelling

I was deeply engaged by Smashing Magazine’s posts on their two-part series, “Better User Experience with Storytelling”. In this article, Francisco Inchauste explains the design of a story, and how in essence most stories follow the familiar pattern pattern or rising tension, climax, and resolution. But even better, Francisco gives formal insight on how the brain transforms these experiences into an emotion, and directs his readers on how to transcend these basic experiences to help tell better stories for UX. In part two, Francisco follow up with some great examples on how storytelling has begun to transcend across many mediums outside of traditional print, image, and film and into those of packaging, the Web, and architecture.

Part one
Part two

8 Tools to Analyze Your Website’s Level of Accessibility

Taken from Spyre:

Designing a website that’s as much successful as it is effective takes time, skills, and a lot of testing. Normally, when we’re talking about web design and we hear the word testing, the first thing that comes to mind is usability, and that’s fine, but when was the last time you sat down to analyze the level of accessibility of your website?

Testing on other aspects of your website are important, however, a lot of us seem to neglect our websites accessibility. This can ultimately lead to the loss of a wide range of users and poor elements of design.

But not to fear, below we’ve compiled a set of tools that will help you combat poor accessibility. Every tool is free to use and has been chosen because it’s easy to use and offers quality testing.

Read the full article