In this presentation, Geoloqi co-founder Amber Case will take you on a journey through the history of calm technology, wearable computing, and how developers and designers can make apps “ambient” and inspire delight instead of constant interaction

This talk will focus on trends in wearable computing starting from the 1970’s-2010’s and how mobile interfaces should take advantage of location, proximity and haptics to help improve our lives instead of get in the way.

via dConstruct

Internet Of Things Brings Harry Potter’s “Marauders Map” To Life ]

As objects become increasingly connected, they become potential conduits for new forms of storytelling and interaction. Alexis Lloyd researches emerging technology and user behaviors, exploring how these trends may affect news information and media. 

Alexis Lloyd, Creative Director, The New York Times R&D Lab

via TFI

Rewriting with Rapid Prototyping

Over the years I’ve written about the rapid commoditization of technology and its impact on entertainment. I’ve waxed on about the value of data and the promise of the “Internet of things,” with its ability to harness networks and sensor technology to tell stories. My work over the last decade has experimented with new forms and functions of storytelling. I’ve made a conscious effort to diversify the way in which I design, create, fund, produce and distribute my work. The results have been mixed. I’ve had great success and epic failures, but in between rest, valuable insights. I now understand the benefit of failing fast and learning from it. But the entertainment industry has no interest in R&D (research and development). Instead, old models are bled dry, and data is harnessed as a tool to mitigate risk, often resulting in films, TV and music that are homogenized.

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From YouTube

As computing moves from our desktops to our phones, we look into the future to see how technology will become increasingly ingrained in our movements and our active lives. From the Nike Fuelband to Google Glass, consumers are already seeing hints of the future of wearable devices. They have the possibility to make us more knowledgeable about ourselves and our surroundings, and connect us with each other in an uninterrupted, more intimate way. From DIY wearables to high-tech sensors and smart fabrics, the years ahead will show how integrated technology can impact our lives for the better.

Featuring:
Sandy Pentland, MIT
Sabine Seymour, Parsons
Steven Dean, G51Studio
Becky Stern, Adafruit

CLASS #8 - The Art of Play

Nick Fortugno of Playmatics and Greg Trefry of Gigantic Mechanic stopped by class to talk about game design and the value of prototyping.

Nick and Greg recommend some games to play 

http://dukope.com/ - papers please

http://simogo.com/work/device-6/ — device6

http://www.newgrounds.com/portal/view/591565 — dys4ria

http://hcsoftware.sourceforge.net/passage/ - passage

http://www.amazon.com/Heavy-Rain-Greatest-Hits-Playstation-3/dp/B002CZ38KA — Heavy Rain

http://www.thelastofus.playstation.com/ — Last of Us

CLASS 3 - Writing for Multiple Platforms & Immersive Experiences

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Chuck Wendig, Andrea Phillips, J.C. Hutchins and Atley Loughridge discuss writing for multiple platforms and immersive experiences. 

Moderated by Lance Weiler

Recorded Feb 17th @ Columbia University 

Projects referenced

Collapsus 

Deja View

The 33 

Stephen King’s Bag of Bones 

A Map of a Floating City

Body Mind Change

Lyka’s Adventure

My Sky is Falling 

Meet The Real World Designers Behind The Fictional Video Games Of ‘Her’

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While Spike Jonze’s recent film Her imagined many possibilities about the near-future, one of the subtler prophetic aspects of his love story hypothesized the next-frontier of video games, including interactive characters and controller-free consoles.

The movie’s protagonist, Theodore, could possibly even represent the gamer of tomorrow, and his video games of choice are equally futuristic, even if they are technically design fiction and only exist within the movie itself.

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Special Digital Storytelling event @ Columbia Feb 22nd

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The Digital Storytelling Lab @ Columbia is partnering with the J School, Rhizome and AOL Ventures for a special event called Bit by Bit. In what promises to be an exciting week long program that matches storytellers and technologists, Bit by Bit will explore how we find and tell stories in our increasingly digitized, networked, and computer- mediated world. 

On Feb 22nd, the week long event kicks off with a day of Experiments in Digital Storytelling. Storytellers, journalists, designers, engineers, architects, hackers and makers will explore a new grammar in storytelling. Teams or individuals looking for collaborators are welcome to join a full day of paper testing, interaction design, physical computing and hacking. 

SAVE THE DATE - FEB 22nd - 9:30 to midnight 

A limited number slots are available for those not affiliated with Columbia University. 

For more info visit http://bitbybit.brown.columbia.edu

CLASS 1 - Fear of Fiction and Phenomenal Work

Big thanks to Frank Rose and Brian Clark for stopping by class last night.

Frank gave a great talk on the Fear of Fiction throughout history. From Don Quixote to Avatar, Frank shared how immersion has transcended books, tv and films.

Here Frank touches on similar themes during a talk about the future of publishing.

Brian then gave a wonderful talk on Phenomenal Work touching on Dead German Philosophers, David Bowie, Brian Eno and William Castle.

The Future of UI and the Dream of the ‘90s

In this dream from the 90’s, we hoped for a world where every computer knows us personally. We would wake up to them, have them around us all day, and they would be the last thing we interact with before we go to sleep. They would predict our needs and wants and all interfaces would feel as natural as having a conversation with a friend. Technology would become our primary means (or only means) of communication and we would form relationships with these objects that take care of us.

In other words, we’re expected to translate our emotions through emotionless interfaces.


All humans are capable of emotional depth. While emotions are influenced by culture, emotions themselves are universal. We use things because they are functional but we become attracted and attached to them because of how they make us feel.

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Syllabus for Spring Semester

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Looking forward to class this semester. The course will be a mix of theory and practice. Over the course of the semester we’ll have some great guest speakers. Plus the class will make a field trip to Fake Love to hang with the creative team to get a sense of how one of the top immersive shops in NYC operates. 

Many have asked if they can audit the class. I’m looking into what’s possible. We’ll be posting to the tumblr over the course of the semester and if you have an innovative project that is launching please let us know. We’d like to check it out. 

Here’s the syllabus for the class

Hollywood’s Plot In 2014: Franchise Fever Mounts; Does Big-Budget Disaster Loom?

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Plot Synopsis: The need to feed on other life forms pits survivors of a diminishing realm against each other in a seemingly endless repetitive game. Hope for a future lies in resurrecting the dead before they are cannibalized.

Genre: Franchise Fever
Location: Hollywood, 2014
Cast: Suits who survived 2013

Well, you get the picture.

Reboot. Remake. Rewind. In 2013, Warner Bros., Universal, Fox and Sony bounced executives, Paramount lost market share footing to indie Lionsgate and Disney said goodbye to tenured iconic Producer Jerry Bruckheimer and hello to the “force” Lucasfilm – all decisions that directly or indirectly had to do with the business of building new and rebuilding established blockbuster franchises. Life in the executive suite had come to mirror the survivalist fare studios covet at all costs.

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