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ConceptTouchEvent
Name TouchEvent
The project name was originally “Voices of Oslo”. But got re-named as TouchEvent, mainly because the name is a better fit.
TouchEvent refers not only to the fact that it is an installation that communicates events using a touch surface. But it also has a cross reference to ActionScript that use TouchEvent class for configuring multi-touch input. It all makes sense!
In short
Contemporary installations in contemporary places communicating contemporary happenings and events in the city.
Explained
TouchEvent aims to communicate everything that happens in Oslo based on noncommercial intent. This means that all events will be communicated on the same level, being big or small, free or not.
TouchEvent goal is not commercial, but inform and communi-cate different contemporary experiences in the city.
A city is a social space to share experiences. TouchEvent encourages the meeting between people and has as a main goal to inform users about their possibilities and options in a city that is a little bit to big to get the whole picture.
User Needs from interviews
Create a service that communicates all events happening in the city no mather how big or small.
Make it simple and fun to use.
Give users an incentive to explore beyond their own neighbor-hood. Communicate information about the different areas in the city.
Help users figure out the city geographicly, and tell them how to get where from where.
Help people that dont speak norwegian to explore the city trough experiences
Service Elements TouchEvent
TouchEvent is made up by 3 elements;
1. INSTALLATIONS That will be implemented all around the inner areas of the city.
2. WEB PAGE will work as an online calendar communicating events and happenings.
3. MOBILE SERVICE mobile calendar with location based services that will inform about whats going on in proximity to where you are.
TouchEvent is a service that extends further than the interactive installations. But in my project I have decided to concentrate my work in developing the installations part of the project, and briefly explain the other service components.
Information TouchEvent
TouchEvent gathers information from several sources such as;
a) VISITOSLO because they have a calendar, and its actually quite good, but it really badly communicated, even though its communicated in several different languages.
b) UNDERSKOG bacuse they have user generated content that communicates the underground things that happens in Oslo.
c) OSLOKINO because they are the main provider of movies and screenings in Oslo.
d) BILLETTSERVICE because they communicates a vide range of events in the Oslo, including sports and festivals.
Touch Event will take content from these providers and channel it trough Facebook to find the matching event, if it excists and then have possibility to provide user generated content such as;
a) People attending, people invited, people asked b) User comments
But also generate events from
e) FACEBOOK GROUPS AND PAGES where a lot of things are being annouced on facebook trough venue pages/groups and subgroups. TouchEvent will gather these informations and communicate them without requiring users to be part of un-numerous groups and pages.
// TOUCHEVENT
Implementation TouchEvent
There are 2 main ways of implementation.
1) Create a new structure to house installations2) Implement installations in an allready excisting structure,
Where I have focused on no.2. One solution would be to implement installations in allready excisting elements such as JCDaux bus stops that are allready placed around town. The problem being that this space is usu-ally inhabited by commercials and does not usually invite users to interact with it. And that users automaticly would be afraid to interact with it, cause they are used to these places selling them things.
The installations will be implemented in emty windows across central parts of Oslo. Activating unused space in the city with-out the need for implementing a new structures that reserves space, take use of “dead” structures and spaces in the city and activate them.
Technology TouchEvent
I focused on relaying on technology, that first of all was feas-able, adaptable and would be easy to implement.
Researching methods of projection and video tracking, the best solution would be to rear project the surface and use IR lights to track blobs/finger touches. This way all eqiptment would be behind the projected glass surface and hidden away from the public. Using a technique called (RDI) Rear Diffused Illumina-tion, the same setup as CityWall project in Helsinki.
Using the software CCV - Comminity Core Vision developed by NUI group, and using Flash and ActionScript 3 for developing the application.
To prevent daylight to diffuse and make the projection dull, I tested a rear projection developed by 3M called Vikuiti Rear Pro-jection Film (RPF). That amplify the projections, and make them clearly visible in bright daylight and even direct sunlight. The same foil also deals with other probles such as daylight reflec-tions and fingerprints. It is adhesive and can be placed directly on the window surface.
VIKIUTI WINDOW TEST
Anti-Fingerprint LayerAnti-Reflection Coating
Matte Hardcoat5 mil PET
1 mil adhesiveDisposable liner
REAR DI Rear Illumination
this technique allows for a cheap and adaptable solution that can be used on glass surfaces without having to implement other solutions such as lasers that could harm users if the installation got vandalized.
Using infra red illuminators shined at the screen from below the touch surface. When an object touches the surface it reflects more light than the diffuser or objects in the background; the extra light is sensed by a camera.
Plexiglass / Glass surface
Camera with InfraRed channel
InfraRed Illuminatorspointed on the surface in a 45 degree angle
Visible light filter
Diffuser, material to diffuse light source.
Using an InfraR sensitive camera and a visible light filter makes sure that the camera tracks only InfraRed light, and does not pick up movement from visible light such as the projected im-age.
Computer; with CCV and Flash
Projector; possibly 2 depending on resolution and throw
Rear projection foil.
Camera + filter;
InfraRed Illuminators;minimum 4
SET UP
3 Zones of engagement
Most gestural interfaces have three zones of engagement that happens in space relative to the size of the installation. And should be concidered when making content, since this can be adapted to each zone, to attract more potential users.
ATTRACTION A person notices the installation and hopefully is interested and intrigued by it. This typically happens from a distance - for large displays, this could be from far away. Often attraction is triggered by environmental cues such as signage and sound, or seeing others interact with the system.
OBSERVATION / NOTIFICATIONCloser by, a person is able to see more detail about the prod-uct and the gestures involved in engaging with it. In this zone, display content encourage the user to more closely approach the display and begin interacting with the content. It is also from this distance users can demonstrate to others how a product works. INTERACTIONUp close, within a metre of most devices, the person becomes a user, directly interacting with the product. The instructions and affordances here are likely on the product itself, meant to be seen and read from very nearby.
3 Zones of display
The size of a retail window does that the display screen itself will be divided into three sections.
1. TOP DISPLAY AREAthis area of the display will work as signage for the installation. When the installation is in use this area of the display will still be uncovered and can communicate the installations to persons walking past in a distance.
2. MAIN INTERACTION AREAin average persons height and hand reach.
3. SECONDARY INTERACTION AREAbelow the main area of interaction, this is the area that many kids will be attracted to.Since kids usually are companied by adults it would be natural to utilize their curiousity and therefor attract adult users.
Time and usage
Information from other similar installations, covered in my case studies, showed that the average usage time would span from 1-4 minutes. With children attending for the longest amount of time.
Common gestures
A gesture is any physical movement that can be sensed and responded to by a digital system without the aid of a traditional input device such as a mouse or stylus. Dan Saffer
Tap
Tip of the finger touches the surface briefly. Also double tap.
Use for push-ing buttons and selecting.
Hold
Tip or pad of the finger is pressed onto the surface for an extended period of time.
Use for selec-tion or extended scrolling.
Drag
Tip or pad of the finger moves over the surface without losing contact with the surface.
Use for drag-and-drop and scrolling.
Nudge
The pad of a straight finger slides briefly forward.
Use to move objects.
Flick
The tip of the finger or finger pad brushes the surface briefly as the finger uncurls.
Use to quicly move objects, or to scroll
Pinch
Two fingers, could be same hand or two handed, move closer together.
Use for scaling.
Spread
Two fingers, could be same hand or two handed, move far apart.
Use for scaling.
When designing for touch its important to think about what people allready know, and use that, instead of learning people new gestures.
Other gestures
That are not that common, but still could be utilized. The problem with using these would be the need for explain-ing the interface to a person that uses very little time with the installation in the first place.
2 finger
Two fingers, could be same hand or two handed,
Known from scrolling on Apple comput-ers.
3 finger
Three fingers, could be same hand or two handed.
4 finger
Four fingers, could be same hand or two handed.
5 finger
Five fingers, could be same hand or two handed.
In combinations
With all the previous gestures.
BRANDING
Identity TouchEvent
The service has to express credability and therefor have a visual expression that undermines this. It has to be estheticly pleasing, informative and simple to use.
Values TouchEventFREE FUN FABILOUS INFORMATIVE INCLUDING