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Multimodal design can be applied in manifold interdisciplinary fields, from developing Web sites to planning dinner parties. This part of the book focuses on applying multimodal design within the context of “new” media education and practice, from the perspectives of both the design process and the users’ engagement with the works.
Southeast from the river with the highest power of all rivers, the kind that conceives its force by keeping up a slow flow appearance, the kind that ciaries ancient myths and mighty memories, the kind that provides spiritual and electrical energy, it is there, in the jungled urban sprawl, in the plains beneath the mightiest mountains, the case of Edmond A.
This distributed, interdisciplinary project explores the resilient aspects of European culture, which can improve quality of life in the turbulent conditions of the 21st century. The project stimulates the development of a resilient culture by researching and producing cultural forms that fuse tradition and innovation (e.g. alternate reality games, biomimetic designs, urban gardening initiatives) and by creating opportunities for participation by a wide public in interactive events and experiments.
A "glitch" usually fixes itself in the amount of time it takes for it to be noticed in the first place, whether as a scrambled cable television delay, a page-loading error on an internet browser or a jumble of pixels on an ATM interface. Glitch: Designing Imperfection consists of over 200 glitch images grabbed, composed and provoked by artists who present these complex fragments of color and lines as thought-provoking mistakes that merit being considered in an aesthetic sense, no matter if as art or as advertising.
Open space events enable the participants themselves to shape the agenda, allowing everyone involved to present and discuss issues that are most important to them. There is no passive consumption of knowledge, only proactive participation, learning and sharing. Open space events may not be suitable for all workshops, but its principles can be applied in a broad range of situations, regardless of topic or teaching method.
This paper describes the situations that have given rise to the formation of FoAM, a cultural laboratory based in Brussels and Amsterdam, and looks at the issues around public perception and reflection on multidisciplinary projects. Since the challenges and successes of collaborative projects can be best illustrated through case studies, due to a lack of conclusive “how to” manuals, I will discuss TGarden, a research and production project for responsive environments in mixed reality.
Mixed Reality design at FoAM is motivated by the conviction that living spaces (including materials, clothing, built or grown artifacts, and architectures) should not be designed as static or predefined structures. Rather, we approach them as malleable, alive entities able to be influenced and shaped by the activities occurring within and around them.