Archive for the 'Antonio Costantini' Category

Antonio Costantini

January 31, 2012

I went to KVM a few days ago to figure out some ways for the audience to interact with the dream machine. I come to find out that there are a lot of interactive devices for the user to interact with and have a experience. There are some pros and cons to note what worked for me and other people in the museum.

Pros:

I felt that the adult were interacting with touch screens more than the physical objects. Children were interacting with physical objects more than the touch screens. So there can possibly be a split on what age range of what audience want to interact with.

Cons:

For most pieces, I didn’t know where to start and end. There was too much information and not enough interaction. The interaction pieces were the main attraction and most people didn’t even bother reading any of the information. So there was interaction but no experience because they had no idea what was going on.

Conclusion:

I will try to figure out what type of audience I want to experience the dream machine and from there I will decide quickly the interaction element. Also, I will have to integrate the information with the interaction so the experience will be more complete. It will have a beginning and end.

Antonio Costantini

January 26, 2012

Proposal 2.0 The Dream Machine

Digital information is everywhere. It is essential in today’s world and we are always interacting with technology. By using existing technologies from the digital world, we can present some form of interactivity to create a new dimension in experience design and communication. The goal would be recreating a new visual experience that would physically engage the public through the information they are viewing. Every human being has a unique life, but we all share one thing in common. Our connection with the rest of humanity is our dreams.

Humans and dreams are connected. Dreams are one element that makes us feel human. We all have our own point of view of the world. Our dreams are a recreation of the world based on our point of view of reality. Dreams make us believe its reality because it provides us with objectives, interactions, and experiences. Dreams create a human connection that makes it stimulating and believable. It fulfills objective, interaction, or experience so we as human feel complete. The dreams express and exploit our uniquely deep thoughts.

In order to find ways for the public to interact with digital information through a dream, they must go through the process and image to create the objective; the connections and uniqueness to create the interaction; the believable and simulation to create the experiences. The three elements together will create the beginning and end of our dream (or our other life) through the dream machine.

Antonio Costantini

January 17, 2012

Proposal #1

What are ways for the public to interact with digital information? What are ways we can make information more engaging, interesting, and entertaining? Can we create a piece or element that can be interactive and informational (that presents some form of communication at the same time)?

Using existing technologies from the digital world that present some form of interactivity, we can combine this technology to create a new dimension in design and global communication.

Examples of existing technology can possibly be augmented reality, touch-screen tech, gyroscopic 3D tech, tablets, computers, mobile phones, and mp3 players.

The goal would be creating a new visual experience that would physically engage the public through whatever information they so desire to view.

Proposal #2

What is packaging? How can packaging evolve? How can packaging be much more engaging and useful for the product? Can packaging be part of the product?

You see packaging being used to promote a brand and the product. Packaging is being used in decorative and creative ways visually to get your attention on the product/brand. That is usually the limits of package design, but can the boundaries be pushed more? A package can become a useful tool for the environment (sustainability purposes) or become a necessary piece or option for enhancing the product being packaged. Package design can be pushed to become a important tool for promoting the product and enhance the product in a creative way to further engage the audience in a new experience.

Proposal #3

Pictures are worth 1000 words. Can typography be worth 1000 pictures? Typography has been used over the course of history to present information and communicate to the people. It has been use in every printed material possible. The use of typography feels limitless but at the same time be pushed further. Can typography be used to evoke feeling, emotions, choice, and behaviors in ways other than the content being presented to viewers? Can the forms of typography be pushed in a certain way to evoke these feelings? Can we flex/bend our knowledge or rules we have on typography to create something entirely new and engaging to the audience? Can we build a new experience/dimension in communication by creating behaviors in type?

 

SOURCES Proposal #1:

Interaction Design: Universal Access in the Information Society. 2009

Volume 3, Numbers 3-4, 289, DOI: 10.1007/s10209-004-0102-1

Preece, Sharop, and Rogers. Interaction Design: Beyond Human-Computer Interaction. 2001. ISBN 0471492787

Frank Sauer, Sebastian Vogt, and Ali Khamene. Augmented Reality. 2008, 81-119, DOI: 10.1007/978-0-387-73858-1_4

 

SOURCES Proposal #2:

1000 Package Designs: A Comprehensive Guide to Packing it in. 2008, Rockport Publishers, Inc. Beverly, Massachusetts.

ISBN-13: 978-1-59253-445-6

ISBN-10: 1-59253-445-7

 

SOURCES Proposal #3:

Teresa Pimentel. Dynamic and Interactive Typography in Digital Art.

http://www.sciencedirect.com.libproxy.library.wmich.edu/science/article/pii/S0097849305001597 – cor1

http://go.galegroup.com.libproxy.library.wmich.edu/ps/i.do?action=interpret&id=GALE|A223730736&v=2.1&u=lom_wmichu&it=r&p=AONE&sw=w&authCount=1

Gale Document Number: GALE/A223730736