Design Domain remit is to consolidate awareness of design in the broader cultural field, highlighting the relationship between the Interaction Design specialist subject area and other design disciplines in the School of Design.
This years themes were BODIES, IDENTITIES, ACTION, and ENGAGEMENT . In the first semester students were invited to research, contextualise and analyse their thematic area considering topics such as: Artificial Intelligence, Privacy, Hacktivism, Open Source Culture
This project explores how we take complex information and simplify it into something digestible for interaction.
Students used Wekinator, a machine learning software, to explore chosen interactions. They developed a range of responses utilising web cameras, Kinect motion trackers and facial recognition software to translate complex data streams into poetic, visual and auditory outputs.
Mara Childs – Sound Colour Rain
Infographics are visual representations of information, data, or knowledge meant to present complex information quickly and clearly. Infographics use many different strategies to present information, including graphs, charts, maps, diagrams, and pictures (and often a mixture of several of these).
The brief asked students to create an imaginative piece of animated infographics about a topic of their choice to present complex information quickly and clearly.
A week long exploration into the interactive methods of generating sound. With responses ranging from interactive mixers to generative instruments; students are asked to consider a compelling relationship between user, interaction and sound.
Lambert Segura – The Humming Toaster Story
Ankita Nagaraj – Clouds on a rainy night
This project explores using code as a creative partner. Students are introduced to the fundamentals of code-based art and design, exploring loops, flow, randomness and different forms of imaging.
The Processing programming environment allows students to immediately engage with code and easily develop new ways of mark-making. Using this software students are able to quickly explore the possibilities of generative computer-based imaging while becoming familiar with key metaphors, structures and conventions used in all code-based contexts.
Before embarking on developing rich media art and design, it is important to understand clearly how the medium itself works – what it is, its particular qualities, and considerations for its use.
This project is primarily research-based activity, articulated and shared through the medium of a ‘Wiki’. Students are expected to research the media subject they are assigned, and develop a simple rich media page – containing text, image, video, sound, etc. to clearly communicate the key ideas behind their subject.
The first project of the year encourages collaboration between students in years 1-3. Through a number of exercise students are asked to consider their role as artists and designers who see the world differently and question how, through personal observations, they spot opportunity, beauty, and meaning in things others hadn’t noticed. As a group, they define a compelling presentation to convey the most interesting findings of their collective observations.
What other ways can we use to control a computer, other than simply using a keyboard and a mouse? This project seeks to explore a range of hardware input methods – buttons, switches, sliders, knobs – and how, when used singly and in combination, they can affect computer-based realtime environments.
Students are introduced to physical computing toolsets such as Arduino. Using Arduino to facilitate the tactile user interface, students explored the context of control beyond its literal term, to create compelling interactive forms.
Business Design Centre, London – 5th – 8th July 2017
Glasgow School of Art, Reid Building – 8th to 17th June 2017