Future Applications Lab

Nostalgia for an age yet to come


Materials for the course in Advanced Contextual Design at Keio Media Design, July 2010

Contact: Lars Erik Holmquist


Excercises

Complete and e-mail to me before July 31!

1. The MediaCup has sensors for heat, movement and position. Explain in which way the MediaCup is context aware, and how this makes it possible to detect the context meeting.

2. Explain the different way in which the two games Pirates! and Pacman Must Die! use location to affect the gameplay.

3. A modern mobile phone can sense the context location. Explain what this means, and give two or more examples of how this can be used in an application (your own idea or existing applications).


1: Designing Digital Artifacts

Lecture part 1 (370 MB .mov file)

Lecture part 2 (299 MB .mov file)

2: Understanding context

Lecture slides

Videos:
Smart-Its

Furniture assembly


Literature:

* Beigl, Michael Hans-W. Gellersen , Albrecht Schmidt, Mediacups: experience with design and use of computer-augmented everyday artefacts. Computer Networks: The International Journal of Computer and Telecommunications Networking, v.35 n.4, p.401-409, March 2001

Dourish, P. 2004. What We Talk About When We Talk About Context. Personal and Ubiquitous Computing, 8(1), 19-30.

Holmquist, L.E. et al. Smart-Its Friends: A Technique for Users to Easily Establish Connections between Smart Artefacts. Proceedings of International Conference on Ubiquitous Computing, 2001.

* Holmquist, L.E. et. al. Building Intelligent Environments with Smart-Its. IEEE Computer Graphics & Applications, January/February 2004, pp 56-64.


* Schilit, Bill N., Norman I. Adams, and Roy Want: Context-Aware Computing Applications. In Proceedings of the Workshop on Mobile Computing Systems and Applications, December 1994. IEEE Computer Society.

Schmidt, A., M Beigl, HW Gellersen: There is more to context than location. Computers & Graphics, 1999.

Want, R. A Hopper, V Falcao, J Gibbons: The Active Badge Location System. ACM Transactions on Information Systems, Vol. 10 No. 1, 1992.

* Weiser, M. The Computer for the 21st Century. Scientific American, 1991.

2: Creativity and context

Lecture slides

Videos:
Sonic City


Literature:

* Björk, S., Falk, J., Hansson, R. and Ljungstrand, P. Pirates! Using the Physical World as a Game Board. In proceedings of INTERACT 2001.

* Gaye, Lalya, Lars Erik Holmquist and Ramia Mazé: Sonic City: The Urban Environment as a Musical Interface. Proceedings of NIME 2003 New Interfaces for Musical Expression, McGill University, Montreal, Canada.

Håkansson, Maria and Lalya Gaye: Bringing Context to the Foreground: Creative Engagement in a Novel Still Camera Application. In Proceedings of ACM Designing Interactive Systems 2008, February 25-27, Cape Town, South Africa

* Håkansson, Maria, Lalya Gaye, Sara Ljungblad and Lars Erik Holmquist: More Than Meets the Eye: An Exploratory User Study of Context Photography. In Proceedings of NordiCHI 2006, the fourth Nordic conference on Human-Computer Interaction.

* Håkansson, Maria, Mattias Rost and Lars Erik Holmquist: Gifts from friends and strangers: A study of mobile music sharing. In Proceedings of ECSCW 2007, 10th European Conference on Computer-Supoorted Collaborative Work, Limerick, Ireland. September 24-28, 2007.


Håkansson, Maria, Sara Ljungblad and Lars Erik Holmquist: Capturing the Invisible: Designing Context Aware Photography. Proceedings of DUX 2003, Designing for User Experience, ACM / AIGA.

* Sanneblad, Johan and Lars Erik Holmquist: "Why is everyone inside me?!" Using Shared Displays in Mobile Computer Games. Proceedings of ICEC 2004, Eindhoven, The Netherlands.

3. Innovation processes


Ljungblad, S. and Holmquist, L.E. Transfer scenarios: grounding innovation with marginal practices. In proceedings of CHI 2007, ACM Press.