From snark to park: lessons learnt moving pervasive experiences from indoors to outdoors
AUIC '04 Proceedings of the fifth conference on Australasian user interface - Volume 28
Tangible products: redressing the balance between appearance and action
Personal and Ubiquitous Computing
Personal and Ubiquitous Computing
Succeeding with Agile: Software Development Using Scrum
Succeeding with Agile: Software Development Using Scrum
Rise of the expert amateur: DIY projects, communities, and cultures
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
The mighty un-touchables: creating playful engagement on media façades
Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services
interactions
BCS '10 Proceedings of the 24th BCS Interaction Specialist Group Conference
To frame or not to frame: the role and design of frameless displays in ubiquitous applications
UbiComp'05 Proceedings of the 7th international conference on Ubiquitous Computing
Urban HCI: spatial aspects in the design of shared encounters for media facades
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Research in the wild: understanding 'in the wild' approaches to design and development
Proceedings of the Designing Interactive Systems Conference
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This paper discusses the design process of VR/Urban's public tangible interface SMSlingshot, a real-time system for urban interventions on Media Façades, which we have exhibited in the last few years around the world. In this case study we investigate how the design collaboration between technologists and industrial designers contributed to the success of the urban intervention. The design process of this 'product' has many DIY aspects, with professional industrial designers and technologists becoming expert amateurs, often dealing with problems that pushed them outside of their professional comfort zone. Don't be afraid of being an amateur!