UBISS 2014: Workshops

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The summer school comprises of four parallel 6-day "hands on" workshops.


A: DESIGNING URBAN INTERACTIONS FOR PARTICIPATORY PUBLICS

Maximum number of students to be enrolled to the workshop: 16

Designing interfaces for the digital urban situation goes far beyond simple, or even complex, service design; it has political, organizational and even cultural implications. This workshop will explore which methods and intervention strategies may bring smart city design activities further than the generalized smart city "visions". Through excercises, interventions and readings, the group will conclude with a design brief for a digital city architect.

Instructor: Prof. Martin Brynskov, Aarhus University, Denmark

Martin Brynskov

Martin Brynskov, Ph.D., is associate professor in interaction technologies at Aarhus University in Denmark; research fellow at Participatory IT Centre (PIT) and Center for Advanced Visualization and Interaction (CAVI); general chair of the Media Architecture Biennale 2012 and 2014, co-coordinator of the Danish Smart City Network, co-founder of Smart Aarhus, director of the Digital Design Lab, and former director of the Civic Communication group at the Center for Digital Urban Living. Working with municipalities, journalists, artists and industrial partners, he investigates the consequences of digitization and explores new forms of mediation within a variety of domains, with special focus on the role of social interaction, materials and interfaces. He also holds an MA in information studies and classical Greek.

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B: URBAN AUGMENTED REALITY

Maximum number of students to be enrolled to the workshop: 16

Augmented Reality (AR) integrates the real world with a complementary virtual world, experienced through the use of tracked displays, typically worn or held by the user, or mounted in the environment. In the urban milieu, AR can make it possible for mobile users to view otherwise invisible information about their surroundings in situ, information that can assist in domains as diverse as tourism, location-based games, urban planning, and civil engineering, or simply figuring out the best place to have lunch and how to get there.

In this workshop, we will learn about how to design and develop urban AR apps for mobile devices, ranging from smartphones to tablets (and with relevance to the coming wave of AR eyewear). We will use the free version of the Unity 3D development environment for Windows or OS X, and the free Qualcomm Vuforia vision-based tracking SDK. This will allow us to build and deploy apps for Android devices with rear-facing cameras (or iOS devices, if you are a licensed iOS developer).

Students will learn about AR design principles, interaction techniques, and technologies, and will work together in small teams to develop urban AR apps. Each team will require members with programming experience and a basic understanding of 3D graphics, but we may be able to accept some students with UX or 3D modeling experience, but without a programming background. Students will need to have a laptop running a current version of Windows or OS X, and a recent Android device (organizers also have a pool of Android phones for students to borrow). A recent iOS device could be used instead if the student is a licensed iOS developer. Prior to the workshop, we will make available instructions for downloading, installing, and getting comfortable with the software we will use, so we can make the best of our time together!

Instructor: Prof. Steven Feiner, Columbia University, USA

Steven Feiner

Steven Feiner is Professor of Computer Science at Columbia University, where he directs the Computer Graphics and User Interfaces Lab, and co-directs the Columbia Vision and Graphics Center. He received a PhD in Computer Science from Brown, and his research interests include HCI, AR and VR, 3D user interfaces, automated design of graphics and multimedia, mobile and wearable computing, games, and visualization. His lab created the first outdoor mobile augmented reality system using a see-through display in 1996, and has pioneered experimental applications of augmented reality to fields such as tourism, journalism, maintenance, and construction. Steve is coauthor of Computer Graphics: Principles and Practice, received an ONR Young Investigator Award, and was elected to the CHI Academy. Together with his students, he has won the ACM UIST Lasting Impact Award and best paper awards at ACM UIST, ACM CHI, ACM VRST, and IEEE ISMAR. Steve has been program co-chair for IEEE Virtual Reality 2012 and for Foundations of Digital Games 2012, a papers subcommittee co-chair for ACM CHI 2013–2014, and doctoral symposium chair for ACM UIST 2009–2012, and is an associate editor of ACM Transactions on Computer–Human Interaction.

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C: LEARNING FROM PEOPLE TO DESIGN FUTURE "ENJOYING" MACHINES

Maximum number of students to be enrolled to the workshop: 16

If successful, emergent technology sooner or later become used to increase our enjoyment in life. For example, the first computer games were so called skunk work made by engineers with access to main frame computers. What if we could speed up this design process by focussing on hedonic values from start and not leave such topics to appear ad hoc? Wouldn't we then be much better equipped to design for future technology? Drawing on a forthcoming book called "Enjoying machines" (MIT Press), we learn how to get inspiration from how people enjoy themselves and then we use these findings to generate design suggestions for mobile and ubiquitous services.

The workshop is conducted in three steps. First, we select and engage in some form of ongoing enjoyment or leisure practice. We will focus on forms of enjoyment that are publicly visible in downtown Oulu, which could be e.g. shopping, walking dogs, bar life etc. Second, we conduct a design workshop were we identify new forms of use of mobile technology and the emergent technical research area called "internet of things".
Third, we select a specific service that is then developed further, either as a mock-up or software implementation.

The course is directed to students who are either skilled in mobile programing, new forms of sensor networks, or students with an interest in studies of user practices.

Instructor: Prof. Oskar Juhlin, Stockholm University, Sweden

Oskar Juhlin

Oskar Juhlin is a Professor at Department of Computer and Systems Sciences, Stockholm University. He is also founder, and former Director, of Mobile Life VinnExcellence Centre, and he run the Mobility studio at the Interactive Institute Stockholm for ten years. Currently, he is also founder of a new research initiative in Southeast Asia in the area of Enjoyment Computing.

He is most known for his work on the use of mobile technology to enhance enjoyment and social interaction in road traffic and for the design research on collaborative social video production, mobile design for fashion oriented users and support for human animal interaction. His publications, which have been rewarded several times, includes e.g. a number of papers at the SIGCHI conference and the MobileHCI conference, as well as in other areas such as CSCW, Group and ACE. They also include the monograph books "Traffic as social media- The future of car based computing" (Springer 2010) and the forthcoming book "Enjoying machines" (MIT Press). Oskar is engaged in the organisation of research and has been programme chair of Automotive 2010, Mobile HCI 2011 and the forthcoming NordiCHI 2014.

Oskar is also engage in commercialisation. He is chairman of the new company Shapecompanion AB which aims to use crowd sourcing to provide fashion consumers to clothes that fit with the app Figuracy. Oskar has recently received a patent in the area of "video interaction" and several others are submitted.

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D: DESIGNING BODILY PLAY

Maximum number of students to be enrolled to the workshop: 16

Digital games are increasingly utilizing sensor technologies that can track the players’ bodies and their movements (e.g. Kinect, Nintendo Wii). Moreover, some of the most used everyday consumer devices (e.g. smartphones) already include sensors that can be used to support new bodily play experiences. This workshop utilizes these sensors and devices but aims to create novel games and play experiences that go beyond what we get served by established game studios, aiming to inspire a future of gaming in which the person’s body is at the centre of the play experience.

This workshop will provide a hands-on exploration of the intersection between play, digital technology and the body. Participants will engage with the complete process of creating digital bodily play experiences, from coming up with the initial play concept to designing a functional prototype of the envisioned play experience. Each thematic session will be introduced by a short lecture followed by practical group work.

By the end of the workshop attendees will have learnt the skills and knowledge necessary for designing novel bodily play experiences, allowing them to take their new understanding beyond the workshop so they can create their own body-focused games in the future.

Students from different disciplines are encouraged to participate in this workshop. Basic skills in some of the following domains might be useful: interaction design, game design, hardware prototyping and programming.

Instructor: Dr. Florian 'Floyd' Mueller, RMIT University, Australia

Floyd Mueller

Florian 'Floyd' Mueller directs the Exertion Games Lab at RMIT University in Melbourne, Australia. The Exertion Games Lab investigates the design of exertion games, these are digital games that require physical effort, in order to understand the opportunities of combining technology, play and the human body. This research is situated within a broader interaction design agenda that supports people’s values such as an active and healthy life. Floyd has most recently been a Fulbright Visiting Scholar at Stanford University, having worked on the topic of exertion games now across four continents, including at organizations such as the MIT Media Lab, Media Lab Europe, Fuji-Xerox Palo Alto Laboratories and Xerox Parc. Floyd has also been a Microsoft Research Asia Fellow and has worked at the Microsoft Beijing lab with the research teams developing Xbox Kinect. Previously in Australia, he has worked at the University of Melbourne and was a principal scientist at the Australian Commonwealth Scientific and Industrial Research Organization (CSIRO), where he led the Connecting People team of 12 researchers.

Floyd’s work has been shortlisted for the European Innovation Games Award (next to Nintendo's WiiFit), has won the Nokia Mindtrek Ubimedia Award, and was commissioned by Wired's Nextfest. His games were played by over 20,000 players across 3 continents and were featured on the BBC, ABC, Discovery Science Channel and Wired magazine.

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