Logbook volume 1

Page 46

Unsurprisingly designers and artists have already started to make use of this technology; creating immersive, interactive environments that the public can interact with. the best examples I have seen are when the users are actively engaged in the whole process, with the designer leading the process through their use of code and the way the design work changes to the behaviour of the user. Seveal examples in this book show how designers have ‘hacked’ commercial technology, in this case the Xbox Kinect, popular software developed by Microsoft for use with their games consoles. The Kinect allows designers the ability to motion track their subjects, feeding back this information into the programme, creating a visual output, responding to the movement of the user. The Kinect allows designers to build in gestures for software activated by motion; all that is required is the presence of the operator to be able to interact with the piece of design. In my own work I have explored the possibility of using hardware such as the Kinect to feed back into a computer programme, creating a visual element that would be viewed by the user. These design outcomes would react to the audience, directly influenced by their actions and engaging the audience in the process of design and image making.

Contextual Review // Logbook


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