Blog

Nov
29

Interactive Video and projection – research

Interactive Video and projection

 

Introduction

 

The interface I designed for the Power of many queue systems provides the interactive communication in which energy sharing and energy awareness can be expressed. I intend to design an interactive video which provides the situation in which users will react to the experience of sharing energy and the direct expression of energy used in relation to the kettle social object.

 

Research Into energy/social object control

 

Purpose of device control

 

In order to express the anti affordance of associated with the queue system that restricts the use of energy while in the queue, I am researching methods of planning the interaction in which a user would have with the kettle and the way the kettle would respond is relation to the queue Icons previously designed.

 

Analysis of scenario

 

The Ideon cards refer to a method of using scenarios as a means of planning user responses. The method takes into account the interface or object, the context in which they will be used, the environment and the possible Reponses that the users will have. Therefore it is the ideal method for planning how users within the tribe will engage with the kettle and the context in which the interface will respond.

 

Analysis of Max video control

 

As mentioned I intend to express how users will experience the queue system by using an interactive video of the interface, which can respond to the different circumstances. Therefore I have delved into max as prototyping software effective where a variety of video clips can be designed to react to different circumstances.

 

Analysis of Node red appliance control

 

As seen in the previous designs associated with resource materialisation (link), node red can be used to hack into the power source for the kettle. This lead me to research further node red flows in which appliances were controlled

 

“If” and inject nodes for light switch

 

These flows turn on and off lights using if codes that determine whether certain circumstance have occurred in which the lights should be turned off. These flow are often associated with sound or visual based light switches. Inject nodes can be used to test these functions and later coded into the flow. The use of an “if” flow can be used in relation to the scenario planning method to map out the circumstances in which the kettle should boil.

 

OSC Node

 

The OSC node is a node that was introduced to me as a means in which the node red that will control the kettle, can communicate with other software such as the max MSP allowing a connection between the kettle and the interface to be created in response to energy use.

 

 

Reflection of methods of creating anti affordance experience

 

In my research into the means in which to create an interactive video, it became apparent that the node red software originally used for materialising resource in my project would be the best means in which to control the kettle social object while a secondary software such as max would be needed to control the video with osc nodes being used connect the max and node red to stabling the queue system.

 

Application towards designing queue system experience

 

Taking into account my reflection of the researched methods for the interactive video, I intend to factor their functions into plan that incorporates the scenario method in order to take into account the kettle, interface and user will respond under the circumstance of making coffee.


Nov
29

Plan of Interface

 

anti affordance experience

 

Purpose of planning experience

 

Past I designed a video that demonstrated how the interface would respond in the queue systems, and influenced by that video I intend to design a series of video clips, which represents different Reponses that the interface will have in context with using the kettle.

 

 

Storyboard plan and analysis of experience

 

Stage 1 of experience: neighbours in queue

 

 

 

 

Stage 1 follows the queue system being used by other members of the neighbourhood community and is designed to as a passive stage where the user can see how others are using the queue.

 

Technical plan

 

Max can be used to play a loop video that represents using the neighbours adding to the queue.

 

 

Stage 2 of experience: Added to queue

 

 

 

 

 

Stage 2 represents the moment that the user tries to boil the kettle and find s that they have been added into a queue and must wait until they are at the top of the queue.

 

Technical plan

 

Using the “if” nodes seen in the research, a trigger can be made that switches the kettle off/on. In response the OSC node can be used to send a message to max to control an alternative video clip.

 

 

 

Stage 3 of experience: Neighbours using energy

 

 

 

Stage 3 places the user in a situation where they must wait for others in the community who have already been added to the queue. This process can be seen as frustrating but I also curious as you in avertedly come in contact with you neighbours through the way energy is used.

 

Technical plan

 

Using a switch in max will allow the osc message to switch to other videos such as a queue in used with in the moment resource awareness.

 

Stage 4 of experience

 

Stage 4 is the end of the queue in which the user has reach the top and is they are once again able to use energy.

 

Technical plan

 

Max can be used to switch at certain point of time and as result trigger an additional clip where they specifically are using energy.

 

Reflection

 

Stage 1 may not play a large role in the users response and can bee seen as a instruction into how the queue works, however when reach stage 2 they find that they are unable to boil the kettle demonstrating the anti affordance experience of the kettle. The stage 3 is planned to build on the frustration that user doesnt want to know about their neighbours due to individualism, however under this scenario the users will be placed into circumstance where they must see their energy as part of a group. The stage 3 acts as the relief where in which they are at the top of the queue and are able to use their energy.

 

Application of storyboard into interactive video

 

Following the reflection of the scenario the user will go through and the technical methods associated with using max and node red, I will create a series of prototype based on the above scenario and methods of using max and node red to provide the planned experience.


Nov
29

Queue experience Prototype 1:

 

Adding to the queue

 

Purpose adding to the queue

 

The purpose of this prototype is to create the experience of being added to the queue after the neighbours are already added and using energy.

 

Analysis of experience of being added to queue

 

The video effectively provides a transition from the neighbours adding into the queue and using energy (time-), towards the user attempting to use energy and being added into the queue.

 

Reflection

 

While the video demonstrates the act of joining a queue effectively, there is room for improvement is having shorter and more reactive video clips to represent different times within the queue.

 

Application of knowledge of experience

 

Based on the experience of this interface video, more diver’s clips need to be made to react for different times and situations of using the kettle to create a more seamless experience.

 

 


Nov
29

Queue experience Prototype 2:

 

 Queue and user reaction

 

Purpose of queue and reaction

 

Based on the experience from the previous prototype, a more varied range of video clips needs to be designed to adapt to the different circumstance of being used.

 

Plan of queue and user reaction experience

 

I plan to create a series of clips for the queue system which will be make up 3 queue videos and 3 reaction videos with a 20 second duration that makes up a 1 minute. Each queue video represents a different place in the queue number.

 

Experiment experience

 

The video prototype provides a more diverse response by using as planned a queue video representing the neighbours and a reaction video as the response to the user trying to boil the kettle. The use of variety of short videos allows for more variety of responses.

 

Example of scenario

 

This involved the scenario in which a neighbour added received the queue number 2 and if the user uses starts the kettle within 20 seconds of this video then a reaction video with start that places the user as queue number 3 and the video continues playing until the user is at the top of the queue and energy can be used.

 

Reflection of experience

 

The interactive video prototype provides a more responsive and varied reaction of using the kettle than the previous prototype. However with such a short queue numbers ranging from1 – 4, the users are left with a very short wait time which minimises the effect of the anti affordance. The user is left with little time to adapt to seeing their energy as part of the group.

 

Application of experience

 

While the prototype provided a more diverse and reactive experience, I feel that improvement is needed in making the time spent in the queue longer with a longer, allowing the user to adapt to a different perhaps more frustrating concept of energy.


Nov
29

Queue experience Prototype 3:

 Loop and Random video

 

Purpose of the loop and random video

 

Following the influence of the previous prototype, an experience that leaves the user more immersed in the queue system needs to be designed with a responsive series of video clips, which allow for a varied reaction for when using the kettle.

 

Plan of Loop and random video storyboard

 

I plan to maintain the use of a short 20-second video to act as a loop video in which the neighbours are added to the queue and

 

For the reactive video which the user is added to the queue, I plan to increase the wait time will give the user more time to adapt and become aware of the energy use allowing adapting them out of their individualising perspective.

 

I plan to create 7 videos representing the 7 different households, which will be randomly selected with 7 different variations of video clips, demonstrating a variety icons representing what the energy is being used for.

 

Experience of loop with random video

 

Adding to queue Loop video

The animation makes the use of icons shape to create the effect of links being formed as more people are added to the queue forming the community.

 

– Max set up

 

The max set up uses a loop with a switch that moves on to the next clip in response to the on switch on the kettle and switches back to the loop video once the reactive video

 

Turning on kettle

The user simply uses the kettle the same way they would use any other, however soon after the kettle is activated, node red will react and switch the kettle off. This experience initially gives a sense of frustration to the user as they think “I want to boil my kettle”.

 

– Node red set up

 

Using a node red flow that controls the on/off switch similar to the light flow through the edimax the kettle can be coded to react to the place that the user is within the queue

 

 

You have been added to queue

 

The extended duration of the video also leaves more room for the user to observe what the energy is being used for. The use of the humanised icons in this video, allows the time and frustration of the queue to inspire curiosity in what the energy that is keeping them from boiling the kettle is being used for.

 

– Max set up

 

Once the kettle has been switched off a message will be sent via OSC, which will activate the reaction video signalling that the user has been added to the queue.

 

Reflection on experience

 

As I reflect on the experience that this interactive video provides, I find that it is efficient in its use of icons and a varied and responsive set of video clips that adapt randomly to the situation the user has used them in. However I feel that a additional reaction is needed in which the users frustration and curiosity built over the experience finished with the kettle boiling is association with the energy awareness in the video.

 

Application of experience

 

In order to improve the interactive experience, I plan to apply the knowledge from this prototype towards adding on an experience at the end of the video where at the top of the queue the kettle reacts an is turned back on.


Nov
29

Queue experience Prototype 4

 Top of queue – turning on the Kettle

Purpose of turning on kettle

 

The purpose of providing an experience where the kettle is turned back on, the user is able to receive in reality the response to what they have been waiting for.

 

Plan for turning on kettle

 

I plan to provide the experience of the kettle turning back on within the scenario in which the user has been added to the queue, shifted up to the top of the queue number and as a result the kettle switches on in context with the interface.

 

Experiment end of video turning on

 

Max set up:

 

Following the plan a video was designed that would communicate with node red, where the max would track the progress that occurred within the video and send a message at the last 10 seconds of the video.

 

Experiment with turning on kettle

 

Node red set up

 

 

 

 

 

Experience queue video Top of queue

 

 

Automating experience

 

 

 


Nov
29

Queue system outcome: boiling kettle for coffee

Purpose of the Queue system

This queue system as mentioned is frustrating for the user that have grown to favour individualism in which the communication and cooperation with neighbours only serve as a hindrance to their personal lives. The narrative of the power of many reflects the action of restricting the neighbours so they may operate as a group. Through doing so they come into contact with their neighbours, forcing them to overcome the fears associated with stereotype, which often place distance with other.

Queue system experience video

 

Experience 1 – User boils kettle (00:14 – 00:24 )

Experience 2– kettle turns off and user is added to queue 00:29 – 00:35)

Experience 3– Queue shifts (00:35 – 01:24 )

Experience 4 – Kettle turns on (01: 25 – 01:37)

Narrative of experience

 

Reflection of the queue system experience

 

The narrative and experience associated with the “power of many”, through the energy queue system provides a curious interaction in which individualism turned over on its head and users who simply “want to boil kettle” must now take into consideration their neighbours. An action that many do not favour, however by taking notice the experience reveals a curious and frustrating experience in which your energy is no longer just your but a part of a larger group.

 

Application of knowledge towards exhibit

 

In order to provide an audience to experience the queue system effectively, a means of projecting the interface within a setting in which a kettle needs to be used would allow the user to see clearly the interface that the cube would come to contain.