LECTURE #01: ANDREY SUDARIKOV – PLAYDISPLAY

Andrey Sudarikov is a designer from Russia, founder and creative director of PlayDisplay company based in Moscow. In this lecture, he talked about four projects, creation processes, and the problems they encountered at the design stage.

Project №1. «Let your colours take flight»

The first project was prepared for the Shanghai airport and air show, which took place there in 2016. Visitors were invited to color the plane on paper and see how their drawing might look like on a real plane, using virtual reality and 3D.

The technical component is that a person paints a paper plane, puts it on a special table, where the camera scans the image, transforms it and places the resulting texture on a 3D model of the plane. Then this 3D model appears on the screen and we see a video of the flight with our drawing on the plane.

Prior to this project, Andrei already had experience with a similar project. It was a projection of drawings on cars.

Project №2. Interactive trampoline at Changi Airport in Singapore.

The prototype was a project that was created for the Russian airline company S7. The General Director of Changi Airport in Singapore liked the concept so much that he wanted the same for himself.

Essence of the project in gamification. A game that can be embedded in a business. The visitor can jump on the trampoline located in front of the screen and thus play the game, collect various chips, which will subsequently give a real advantage on the client’s flight card.

The technical component. The user wears a special belt equipped with a tracker that tracks the movement of the jump and sends the data to the game via Bluetooth.

Andrew also talked about how important it is to take into account all factors and create a design with a forecast for the worst or as close as possible conditions to reality. He showed this with an example of a problem that arose during the implementation phase of a project. Everything has stopped working just before the presentation. It turned out that Bluetooth data stopped sending a signal when there were too many people with Bluetooth enabled on the phones.

Project №3. Password victory “Stalingrad”.

This is a panoramic projection show created for the Museum of Memory in Volgograd city. The task was to attract the attention of visitors to the museum and history, to make the museum more interesting for visitors.

This is a huge virtual 3D model, a circular installation showing how Stalingrad looked during the war and nowadays. Due to this, the visitor is immersed as deeply as possible in the environment of the wars time.

The main problem here was rendering and time. Therefore, they reduced the number of polygons, made 3d people models static, put a strong musical composition in the foreground. In general, they reduced production details to the minimum possible at which customer costs and the level of quality remain balanced.

Project 4. Exhibition stand for the presentation of the Russian MIG-35 fighter aircraft.

Andrew was asked to talk about his favorite project,and he talked about the exhibition stand for the MIG-35 aircraft. I liked this project the most.

The presentation and the scene were very effectively invented. Behind a really standing aircraft is a large screen showing all the important characteristics and capabilities of this aircraft. I liked how the mood of serving is maintained.

The task was completely solved: technology, place, infographic style. Nuances such as lighting were taken into account. Since the presentation took place outdoors, it was decided to create a podium for the aircraft, the supporting structure and the LED screen. A special feature is that the screen is needed to create a special eaves, which casting a shadow on it to increase the contrast of the screen image and to solve glare in the sun. I was also surprised that the entire project was completed in three weeks! In a rather short and tight deadlines.

Also, the message went through the entire presentation that in any project it is important how the team interacts with each other and with the customer. How important it is to take into account the human factor, the customer himself and his understanding of the project and especially for international projects – cultural characteristics.

International Design Discourse 1

Here is an overview of all the lectures from the International Design Discourse 1.

01 Design Lecture – Andrey Sudarikov

Andrey Sudarikov is a Russian designer and the founder of the design studio PlayDisplay. He works mainly in the field of interaction, AR and game design. In his lecture he will present some of his very impressive projects. For someone like me, who can do almost nothing in 3D, it is always fascinating to see what is possible. Especially the project at the airport in Singapore stuck in my mind

02 AbsolventInnen Lecture – Saskia Schmidt

The most interesting lecture for me was definitely that of Saskia Schmidt. The first impression of the video was an extremely positive surprise for me, because she built, visualized and structured the lecture very well. It was really pleasant to listen to her talk about what her path from study to independence looked like.

When things didn’t work out for her in Germany and Holland, she decided to come to Austria and became part of the IND11 course at the FH. But after she failed in programming, Saskia was allowed to do a lap of honor. But this gave her the opportunity to start an internship at En Garde. During this time she could learn a lot and took a lot with her. You can also see that in the projects she shows. At En Garde she designed invitations, brandings like for the Rostfest and a brochure for the children’s program of the playhouse).

Afterwards, Saskia Schmidt had the opportunity to do an internship at Studio Grau in Berlin. Studio Grau works in the field of packaging, branding, book design, etc. What she emphasized as particularly positive – Because Studio Grau is not a big design agency, she quickly got more responsibility and was allowed to realize projects for big clients as an intern. During her time in Berlin she also wrote her bachelor thesis “Museum Friedland”.

After finishing her Bachelor Saskia looked for a job. However, she soon left the agency where she could take over the art direction, because the cooperation just didn’t fit. She reduced her hours at the agency and started to work fluently at another agency (Von K Design), where her tasks included high fashion and branding.

However, the desire for independence did not let her go and she decided to leave her job and take the step into the unknown. But then, very surprisingly, a three-month project with En Garde came up.

After completing the project, which Saskia also presented in the lecture and which I particularly liked because of the Wes Anderson style, she finally wanted to start as a freelance designer. But then Saskia received a call from Berlin and was given the opportunity to represent her then boss at Studio Grau for four months, who was looking for a replacement due to her pregnancy. Saskia suddenly found herself in a different situation – she was not only supposed to design, but also had to take care of customers, employees, organizational matters, etc.

Afterwards she finally managed to become self-employed and Saskia became a freelancer in Graz. When she talks about it, she emphasizes how important the network she had built up was and that this laid the foundation for her self-employment. In addition, she also presents some of her projects and shows various designs (wine bottles, beer mats, a hairdresser redesign, etc.)

Finally she talks about the fact that the most beautiful network of friends is made up of friends – where I can only fully agree with her.

To sum up, I enjoyed the lecture very much, because it is always very interesting for me which path graduates of the FH take.

03 Design Lecture – Astrid Kury

Astrid Kury begins her presentation by asking what constitutes a collective interdisciplinary environment within which one is motivated to actively participate, and she concludes that working with others in a democratic society leads more quickly to unique ideas and the perfect balance between form and content, and also provides social cohesion and equal access.

As a cultural studies scholar and director of the Academy of Graz, she has always been confronted with the challenges of interdisciplinary work in the course of her career – it took some time for everyone to understand what someone from a particular discipline meant. It was difficult to find a generally understandable way of expressing herself, as everyone had an understanding of the respective subject area within the framework of her or his discipline and on the basis of her or his own previous knowledge. This is where the example of modernity came in. After this hurdle was overcome, the collaborative work developed into a self-runner, many new insights were gained through the networking of the different disciplines and the process offered more and more room for creativity.

The question of whether we want to enter into a dialogue and work together with experts from other disciplines is the same as the question of which world we would rather live in – a selfish, competitive one or a generous one, in which sharing ideas leads in the best case to joint success and a good cause. I agree with her, but with the reservation that it can of course also lead to conflicts, especially since interpersonal friction can often arise when many different people with different educational backgrounds meet, especially since these encounters are not organic.

What I find very exciting about her collaborative approach is that projects can be implemented that would be extremely time-consuming and challenging for a single person. Different approaches to a particular topic can paint a more coherent picture, just as collected data, as it increases, comes closer and closer to a normal distribution.

What also appeals to me personally is Astrid’s attitude to the fact that everyone can make a creative contribution to something. She encourages people to become aware of this and to contribute generously. She believes it is easier to generate innovative ideas when several brains are involved in their development. The advantage of collaboration is therefore that there is mutual exchange, it brings coherence to complexity and it benefits from sharing ideas and knowledge.

04 Design LectureFlorian Doppel-Prix

In his lecture “Is it art or can we toss it?” Florian Doppel-Prix will talk about projects in the field of exhibition design. His various works gave a good insight into the world of exhibition installations. Since exhibition design is not something I deal with intensively, it was very interesting for me to learn more about this field and the work in it.

05 Designmonat Graz Burcin Cem Arabacioglu

In his talk about sustainability in life and design, Burcin Cem Arabacioglu hits the nail on the head for me. He talks about how sustainable design can influence a sustainable life and that it is a responsibility of designers to bring sustainability to people. I think it’s a pity that it was difficult to follow the lecture because the tone was not ideal.

06 Designmonat Graz Sylwia Ulicka

The topic of sustainability is also taken up in the lecture by Sylwia Ulicka. She will once again address another aspect of this topic – our consumer behaviour. The researcher, designer and professor from Mexico presents her views in a very understandable way and I agree with her on many points.

07 Designmonat Graz Ursula Tischner

Ursula Tischner also talks about the importance of sustainability. She also addresses the lifespan of products that clearly contribute to our consumer behaviour. In her talk it becomes clear that the consumption of all these people contributes enormously to the consumption of resources.

08 Klanglicht Lecture – INNOCAD/13&9

In their lecture, Anastasia and Martin Lesjak will present their product design studio (13&9) and their architectural office (Innocad). What particularly impressed me is the office they designed and planned themselves, which is divided into different working areas (architecture/research/product design/sound design).

In their presentation, they present two projects that I would like to go into more detail about.

1 Solar Innovation Center

The Solar Innovation Center is a solar power plant in Dubai. The architecture of this building fascinates me and the interplay of light and color moods is incredible. For example, different architectural ideas and the use of mirrors and foils create different color spectra depending on the position of the sun (thus depending on the angle of incidence of the light and the time of day). As a result, the interior of the building shines in different subtle colours at any time of the day. The decision to keep the interior design and the walls of the Solar Innovation Center mostly plain white was a very good idea, as this makes the colour spectacle even more effective.

Another “feature” of the solar power plant is the sound system. Special sensors are used to create sound compositions to match the individual colors.

2 Architectural Fashion

For an exhibition in Berlin, Anastasia and Martin Lesjak have newly realized and interpreted three of their projects. The theme was the transformation of product design and architecture into fashion. Thus they presented the above-mentioned projects as pieces of clothing, or more precisely, dresses. They work with the different textures of materials and use haptics to turn their projects into unique pieces of clothing.

The lecture by Anastasia and Martin Lesjak was very interesting for me.

09 Design Lecture – Wolfgang Schlag

In his lecture “Radio Work” Wolfgang Schlag talks about the emergence of radio and how radio was able to establish itself as a mass medium. He also gives an insight into his experiences as a radio journalist.

The history of radio begins on November 2, 1920, the day on which the first radio program ever was broadcast in Pittsburgh. In the beginning, about 40,000 people listened to the radio. But within two years, this figure rose to 500,000 people.

In Austria, the career of radio began in 1924, when the first RAVAG programme was broadcast. National Socialists used the radio for propaganda purposes during the Second World War.

In 1967 another form of radio finally started in Austria. The radio stations Ö1 and Ö3, which we still know today, started. In this year, Woodstock was one of the events held. Ö3 focused at that time on playing different genres and jazz, for example, was spread throughout the country via the radio station. One program called “Music Box” was very special – provocative and radical – as Wolfgang Schlag, who himself became a member of Music Box in 1986, describes it. A special feature of the format was, for example, playing a record for a whole hour.

In his lecture, Wolfgang Schlag gives an insight into his time at Music Box and talks about his tasks and experiences as a radio journalist.

In 1990 Ö3 and Ö1 developed into the radio stations we know today. It was decided to dedicate Ö3 to modern pop music and to fill Ö1 with world music and socially critical and political topics.

For me it was especially exciting when Wolfgang Schlag spoke about his own experiences, for example during the time of Corona, and shared his own opinions about the “radio of the future”. I can only agree with his opinion that radio will not die out. Personally, I cannot imagine being without radio, something I only became aware of in the course of this lecture. I also believe that research work, summarizing the essence of information and journalism are pillars of our society, even if we are often not so aware of it.

Physical Interfaces in the electronic arts

The following paper by Bert Bongers describes in a compact way

  • needed mindset when designing physical interfaces
  • Variety of sensors and their areas of application

I found the introduction to the paper particularly exciting, in which the author describes two approaches to a physical interface in the electronic arts:

  • Human factor: Which is basically asking the question: How does it feel?
  • Sensor categorisation: Which deals with the technical side and asks: how does it work?

Physical Interfaces in the Electronic Arts – Bert Bongers

The starting point and usage of electric media to make art can be found in music, as it has a long tradition of performance and of precise and intimate relationship between human and technology. In comparison to musical instruments where the technology was reflected in the instruments and the type of sound generation process determined the design of the instrument, this relationship is often less clear in instruments that use electricity.

Physical Interfaces in the Electronic Arts Interaction Theory and Interfacing Techniques for Real-time Performance

For a new blog entry, we had to read a paper about the topic mentioned above by Bert Bongers. The paper describes aspects of physical interfaces in the electronic arts. It’s splits into two parts where one of them is describing the interactions that can take place in electronic arts through a Human Factors point of view and the other one is more practical explaining more details about sensory technologies and categories to make physical interaction possible.

Live keyboard performance sound manipulation using a Multi Touch Interface

The idea of creating a multi touch interface of controls for keyboarders on a widespread medium such as an iPad is very promising. Up until now, keyboarder during a live performance had to use one hand to alter the sound they produce by changing the state of a knob, button or a fader etc. In case multiple parameters were required to be changed at the same time during a live performance, it was impossible to achieve that by using just one hand while taking into consideration the relative distance between one physical control on the keyboard to another. By developing this multi touch application, the keyboarders can alter multiple parameters of their sound using just one hand, with gestures, swipes and finger count, in the most intuitive way possible. Tests conducted by the developer team in cooperation with professional keyboarders show that the application can become intuitive after a small amount of practice. The application works by setting up gestures and parameters by the keyboarder beforehand and then applied during the live performance. With this application the live performance can come closer to the production of the same sound that could be produced in the studio.

Source: https://www.nime.org/proceedings/2013/nime2013_275.pdf

IllumiWear: A Fiber-Optic eTextile for MultiMedia Interactions

https://www.nime.org/proceedings/2019/nime2019_paper088.pdf

IllumiWear, a novel eTextile prototype that uses fiber optic cables as interactive input and visual output.

Having considered the concept of IIllumiWear, I was amazed at this idea. This is a new opportunity for interaction with a computer and interfaces.

The idea is that fiber optic cables are separated into bundles and then woven like a basket into a bendable glowing fabric. By equipping light emitting diodes to one side of these bundles and photodiode light intensity sensors to the other, loss of light intensity can be measured when the fabric is bent.

The sensing technique of IllumiWear is not only able to discriminate between discreet touch, slight bends, and harsh bends, but also recover the location of deformation. In this way, this computational fabric prototype uses its intrinsic means of visual output (light) as a tool for interactive input.

IllumiWear: A Fiber-Optic eTextile for MultiMedia Interactions
Figure 1: Overview of IllumiWear interaction techniques; (A) Multitouch input similar to a midi-keyboard; (B) Varyingpressure touch input for broadening tangible expressiveness; (C) Tangible bending and deformation .

Hardware Implementation.

To implement our prototype, we divide all the optic fibers evenly
into twenty bundles which are then woven like a basket. This
fabrication process forms a ten by ten mesh.

(left) IllumiWear prototype imlementatiion. (right) IllumiWear prototype in the dark.

Finally they conducted four experiments based on the motivation.

  • Sensing Micro-bend
  • Sensing Macro-bend
  • Intersections
  • Color variation-based input

Conclusion.

Thus, IllumiWear opens up great opportunities for use. The IllumiWear is able to recognise the difference between a different types of touch and bends, this also help to recover the exact location of these deformations.

At least 5 interaction modes:

  • location-based touch input
  • pressure sensitivity
  • sliding gesture
  • bend input and tangible deformation
  • input based on changes in light and color

Border: A Live Performance Based on Web AR and a Gesture-Controlled Virtual Instrument

For this blog entry I decided to read the paper „Border: A Live Performance Based on Web AR and a Gesture-Controlled Virtual Instrument“ by K.Nishida et al. 

https://www.nime.org/proceedings/2019/nime2019_paper009.pdf

I chose this paper because I personally really enjoy going to concerts and live performances and the idea of having the audience interact with the performer immediately caught my interest. For this project an AR Web Application was developed. Web – because every participant can easily access it without downloading anything. „Border“ allows performers to record their movement, which is repeated/played in the AR environment afterward. In order to  control the sound gesture tracking by the Kinect was mainly used. The performer is able to switch between selection mode, where a virtual instrument can be chosen and play mode. The audience had the possibility to access that videos via the web application at five AR markers on stage – big enough (1m x 1m) so even people in the back can access them .

NIME 2019 – IllumiWear: A Fiber-Optic eTextile for MultiMedia Interactions

On this blog entry, I’ve taken a look at the paper from Josh Urban Davis of the Department of Computer Science in the Dartmouth College.

http://www.nime.org/proceedings/2019/nime2019_paper088.pdf

The IllumiWear is eTextile prototype that uses fiber optics as interactive input and visual output. Fibre optic cables are combined into bundles and the woven to create a bendable glowing fabric. By connecting light diodes to one side of the fibre optic cables and light sensors to the other side, loss of light intensity can be measured when the fabric is bent.

By this technology the IllumiWear is able to recognise the difference between a touch, slight bends, harsh bends and can also recover the exact location of these deformations.