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focus on Workshops

INTERACTION DESIGN YEARBOOK


http://www.domusacademy.com
master course profile
MASTER IN INTERACTION DESIGN
The Master in Interaction Design, combining interaction design approach with a cross-disciplinary
culture, offers the possibility of generating interaction design concepts and strategies, interpreting
Information and Communication Technology (ICT) potentialities, and integrating design sensitivity with
market-oriented technological competence.
The course aims to provide students/designers with practical and conceptual skills to carry out a ‘problem
setting’ activity using their imagination to develop concepts, scenarios and strategies based on the
introduction of Information & Communication Technology in the everyday life environment.
The programme prepares its graduates for leading roles in the world of Interaction Design. Participants
will develop skills and competences to get to different design and strategic positions, such as: Interaction
Designer, User Experience Designer, Creative Director, Strategist and Design Director.
http://www.domusacademy.com

INTERACTION DESIGN YEARBOOK


focus on Workshops
INTRO
The 2009 Interaction Design Master Course of to custom-designed solutions for specific public The objective was devising and prototyping solu-
Domus Academy represents the highest synthesis settings (public-design); from design interventions tions for exhibition spaces, engaging potential
of the mating between acclaimed Italian Product to stir debate and reflection (affirmative-design), to visitors by means of digitally augmented interac-
Design heritage and modern ITC solutions and enabling DIY platforms and toolkits for individuals tions with the exhibits.
platforms. and communities (personal-design). The last workshop laid itself to a more and sys-
As an ongoing endeavour in the tradition of Amidst skill based exercises, lectures, round-tables, tematic and strategic approach asking to envision
field-research and practice, the Interaction Design and the 5 major workshops, the 15 international solutions catering to the needs of such a complex
Master touched and investigated a wide variety of Interaction Design Students have been tackling is- and multi-layered event as the 2015 Expo.
design topics. sues pertaining community engagement and public The project aimed at deploying, for the city of
Each time the programme tried to question exist- spaces renovation, envisioning novel interaction Milan, a whole new set of services and light-
ing “off-the-shelf” design solutions, actively seek- modalities for public settings. Subsequently the weight infrastructures.
ing for emergent problems and novel challenges. class faced the challenge of bringing innovation in The yearbook wants to record an entire year of
Challenges whose origins can be traced back to a retail spaces while harnessing the potential of visual design challenges, of projects, proposals and
variously compounded set of contexts. interfaces and dynamic information visualization. quests for meaning in Design, Technology and
Throughout the first part of the Master Course, The exploration of different design research re- Innovation. It also wants to witness the effort,
there has been the constant effort to actualize the sources and methodologies, was carried out within of both students and faculty body, to explore al-
School’s motto: “Learning by Designing”. Stu- the overarching framework of an in-depth investi- ways new territories to validate the effectiveness
dents constantly tested their own and the newly gation of sound and aural interactions. and the added values that the Interaction Design
acquired skills against briefs that encompassed With the 4th workshop, the focus was eventually approach is capable to contribute to the largest
>2 fields of application ranging from personal equip- brought on the “make” factor. debate within Design Disciplines. 3<
ment innovation (a familiar mass-design topic),

focus

SKILL based WORKSHOPS WS#02 WS#04

CROSSING DESIGN WS#01 WS#03 WS#05


seminars

FINAL PROJECT

January February march april may june july august september october november december

TIMELINE
>4 5<
WORKSHOPS

WS#01 LIGHTLIGHT
WS#02 V-TAIL
WS#03 SONIC’S
WS#04 BRAVE NEW MUSEUMS
WS#05 VIA DI TERRA
7<
http://projects.domusacademy.net/led_2009/

WS#01 LightLight *project leader *assistant *WORKSHOP brief

LightLight
Stefano Cardini Renzo Giusti

INTRO
In times when light was a scarce resource, it was
that scarcity itself to determine its value. Light
had a practical but more symbolic function;
people would gather, talk, exchanged experi- high performance, in terms of creating sense, re-
ences and opinions around a source of light; light lations, interaction between people and between
“I’m looking for the qualities that do required care, time, dedication, not just pressing the latter and the object designed. However,
not perform / in this human race / a switch. Today light is an overflowing resource, the theme of sustainability suggests that objects
and such abundance and ease of access cause shouldn’t be designed as gadgets with limited
which loves watches / and does not a wastage of energy and a loss of meaning at use and duration, nor should they be “sleeping
know Time” once. Each of us can have as much light as we objects” waiting for special occasions to give
want, wherever and whenever we want, and sense to their existence for a few minutes (just
switching on a light is more and more rarely ac- think of the Christmas lights: stored somewhere
Giovanni Lindo Ferretti
companied by a symbolic meaning or a greater for 11 months, just to be used for a few days).
commitment than just pressing a button, or a The possibility coming up involves the creation of
sense of sharing a space or activity. In the next polymorphic objects that can be functional and
5 weeks, we’ll be working on the hypothesis of emotional at different stages of their life-cycle,
reducing and focalizing light sources and the and shift from one use to the other, in order to
amount of energy used, in order to save re- respond to the stimuli coming from outside.
sources and increase the symbolic value of light.
>8
We’ll focus on the relationship between light and interaction & meaning 9<

its interaction with the community enjoying it, Nowadays, our degree of interaction with light
and we’ll try to move the focus from the quality simply tends to be confined to the “turn-on/off”
of the material base supporting the light to the function, in some cases we may direct the light
quality of its performance. source or adjust its intensity, but never or hardly
ever do we intentionally act on the symbolic
SCALE value of light. Yet we all immediately do perceive
(self)sustainability The project is meant for public spaces in a large and evaluate this meaning: a room lit by pale
city; such use of light can be divided into two blue neon conveys a precise meaning, and so
subcategories: does a half-lit house, the light of a fireplace, a
light
1) FIXED URBAN INSTALLATIONS - objects candlelit dinner, a street-lamp that is switched on
which, by their nature and modes of installation, and off in a rather dark street...
Interaction are located in public or semi-public places, and The project you are expected to work on should
are not removed after use. involve a high level of expressiveness, and inter-
behaviours/relationships 2) PERSONAL/PORTABLE OBJECT - personal, activity, which - as well as being aimed at the
portable or transportable objects, small in size use by a single individual - can be better de-
investigating the design and weight, which may take on a meaning or signed for use and enjoyment by small and large
qualities of light both as function for the individual owner, or perform groups of users.
additionals functions when used by several
medium and as material people, in public or semi-public spaces, possibly OUTRO
of sensorial expression. by putting together multiple objects, in order to When talking about time, Giovanni Lindo Fer-
retti, wrote: “I’m looking for the qualities that
obtain a sort of macro-object, temporary shared
by a small community. do not perform / in this human race / which loves
watches / and does not know Time”
functions & sustainability I think it’s a nice thought, which can also be ap-
The project is not about simple functional illumi- plied to light.
nating objects: it actually involves developing a Enjoy your work.
http://projects.domusacademy.net/led_2009/
> 10

Vivid Leaf Pear Moolamp Orion I-Ball


Jung Hoon Lim; Lin Joshua Juneho Suh, Li- Sheetal Ingolikar, Chen Fennel Chang, Andrew Yu-Chang Chen, Yun
Ying Kuo; Pinak Parekh Yin Chiu, Nicholas Artis Lei, Carlo Zapponi Chao, Heonjae Jung Hye Choi, Ling Yang
Wallen
Vivid Leaf aims at creat- Moo Lamp is a system Orion is a system that helps I-Ball introduces new ways
ing a relationship between PEAR is an interactive to provide a new way to users navigate around the of decorating and illuminat-
people and the environ- light project focused on interact with park through city by providing dynamic ing the city.
ment. We chose the leaf to improving the character light. This system will be information about nearby Currently, public lights are
symbolize this new com- of public light throughout activated by the actions of services, institutions, fixed lighting fixtures that
munication bond between Milan. The project asks the the people in the park as areas of interest and special neither require nor encour-
people and light because community to capture light opposed to the traditional events through the use of age any interaction from
like a real leaf our concept that expresses not only poblic lighting system. Each luminous icons. In maritime the citizens. I-Ball aims at
will react to environmental aesthetic preferences, but lamp will respond to mainly navigation, light from the adding movable lights that,
factors like natural light. To also places or experiences three kinds of interaction: stars helped guide sailors in turn, will lead people
facilitate interaction with in Milan. Light is captured shaking, rotating and push- through the oceans. Our to gather around, create
and people, our leaf also with PEAR lights distributed ing. Through the system goal is to have light once new energy in the city, and
adjusts to bystenders and via vending machines. PEAR the people will be able to again be a source of infor- express their own identity
passersbys’ actions. De- lights attach to modular affect the quality of light mation in aiding people and personality in public
pending on the situation, mounts which negoti- in terms of colour and in navigation. Orion will spaces. I-Ball introduces
our multifunction street ate interactions between intensity of each lamp and provide useful information a lighting system with a
lamp system can serve as lights and share solar and of the overall system. Each to both visitors and locals behaviour that fosters new,
shelter, light and/or a seat. kinetic energy collected via lamp is connected to others in a universal format. Once unexpected and exciting
In short, Vivid Leaf is an attachments. The mounts through a luminous trail this language of icons and methods of interaction with
interactive system which allow diverse installations which shows the direction lights is accepted we envi- the light. This, in turn, will
changes itself for catering at public, semi-public, and of the energy flow. The sion that this in turn could bring a new night-life to
to people’s needs in public private scales and help people can thus define the help reduce the pollution Milano.
settings through its posi- finance the project through overall look of the park from existing signage,
tion and use of light. sale to individuals. through colors. lights, and information.
p. 12>>

p. 13>>
http://tinyurl.com/pear-light
http://projects.domusacademy.net/v-tail/

WS#02 V-tail *project leaders *assistants


Visual interfaces for surprising Elena Pacenti, Renzo Giusti, *WORKSHOP brief
the service experience within space and time.

V-tail
retail experiences Chiara Diana Roberta Tassi
V-TAIL is the digitally “augmented” retail space
that visually interacts with customers during the
shopping experience to provide innovative and
meaningful performances. New media, visual dis-
AIM plays and digital tools embedded into the shop
The workshop aim is to learn skills and knowl- are used as output of the interaction between
edge in visual design, information architecture users, the space and products. The interaction
and information visualization with particular can be triggered by personal devices, personal id
respect to interface design. The course comprises or by other kinds of input devices to be designed
two distinct threads of activity, to sharpen basic inside the shop, in combination with product
skills in GUI design the firsts and to develop a and their packagings, elements already present
major project the seconds. within the retail space. The specific scope of the
seminar is to focus on visual interfaces inside the
FRAMEWORK store to positively interfere with the shopping ex-
The shopping experience into retail spaces must
perience. The big chains and department stores
be urgently reinvented up against some
are the contexts where this kind of innovation
phenomena that are radically changing the
can actually start: hosts of products and goods,
relationship among consumers, brands and
how to enhance the retail products.
wide product range, alternative and competi-
tive choices, the volume of clients and visitors,
experience through digital 01 the actual financial crisis and consumption cut
self-service and semi-assisted selling models,
downs that make people to evaluate purchase
augmentation of the visual with a new sobriety and consciousness.
make them an interesting test bed for “digitally
augmented experience” interventions.
elements in shopping 02 the exponential diffusion of internet services
> 12 13 <
environments. that finally introduced new effective ways to buy, CONTEXT
comparing products and prices, proposing secure By the way, the shopping experience itself radi-
and convenient transactions cally changes according to the kind of product
03 the diffusion of a confessional and connected you’re going to buy: the way we browse, we
culture through internet that is radically changing behave, we look at, we select, we choose and
the relationship among consumers, brands and move are different. You will have to design the
DIGITAL RETAIL products, where people comment without filters, digitally augmented experience into 5 different
get informed in advance about products and retail types: fashion and accessories, food,
discounts and coming collections, share ideas consumer electronics, books and music,
User Experience
and opinions. furniture and tablewear.
The store cannot be a place for pure transaction
Visual interaction and consumption anymore, it has to propose WHAT TO DO
new service advantages and new reasons to go. STEP 0 / PHASE CHOICE
The new retail experience cannot either be just Let’s choose a shopping experience phase. You’ll
Space augmentation
about entertainment and marketing seduction, be working on this phase into the 5 different
but looks for meaningful service empowerment: retail types first and then focus on one.
competence about products, sense of com- STEP 1 / 5x5 CONCEPT GENERATION
munity and belonging, actual personalisation Let’s develop an interaction concept for every
and added value. The emotional and relational retail types. Map today experiences, highlight
dimension of the experience must cohabit with opportunities, outline one concept per each
service effectiveness, rational choice and trans- retail type.
parency. STEP 2 / 1 CONCEPT DEVELOPMENT
Let’s develop only one of the outlined concepts
GOAL by deeper exploring interaction details, elements
The seminar wants to investigate the potential of of the system, visual interface as visible interac-
the new media and tools embedded into shops tion elements.
and department stores as a way for augmenting
http://projects.domusacademy.net/v-tail/
> 14
BOX

the offer.
the products.

gestions among the offer.


PHASE 1 / ATTRACTION

PHASE 2 / ENGAGEMENT
the entrance, the welcome…

shop supports the user’s choice.


his own path into the offer/shop.
> TEMPTING AND SEDUCTION
whole in three big steps:
Imagine to ideally describe

capabilities and imagination become

the interaction with the information.


a seduction game in which expression

Consider how to enhance the way the


Consider how to enhance the way the
Consider how to enhance the way the

A stage of experience in which people


the offer with user needs and expecta-

and digital information giving a body to


The first moment of attraction can start

features become the means for keeping

tive is to keep high the interest of users.


EXPERIENCE CYCLE
the shopping experience as a

tions. The physical structure of the space


shop orientates, proposes and gives sug-
The environment, the tools and products

The phase in which the user starts taking

The store must tune the characteristics of


walking inside the shop, hanging around,

try to choose and evaluate the alternative


exploring the space and browsing among

and of the artefacts permits to establish a


shop attracts you as a potential customer.

The moment of attraction continues while

> ORIENTATION AND RECOMMENDING


from the outside: the facade, the window,

extremely important. An interaction based


on communication dynamics whose objec-

opportunities they see in the complexity of


> COMPREHENSION AND COMPARISON
direct relation between presented products
people interested and engaged. It becomes
variations.

components).
PHASE 3 / EXTENSION
the collection of feedbacks.

of products, the waiting time.


> CARE AND SEDIMENTING
> TESTING AND EVALUATION
detailed information and descriptions.

Consider how to enhance the way the


Consider how to enhance the way the

retail context. The retail experience can


manipulation of objects, demonstration

be a simple gesture of attention and re-


ment of truth for brands and retailers: it

express feed-back. It includes the action


elements for the personal experience, to

testing the performance, the occasion in


which to activate the senses, in which to

tomer even after shopping. The care can


viding and filtering information, showing

clients after shopping. Clients are not of-


is the situation in which the user touches

shop cares about and keep in touch with


The phase of testing is an important mo-

of testing (a suite, a pair of boots, a cap),

keep in touch and dialogue with the cus-


vironment where the user can collect the

(of the functionalities of a product), taste

media. It can involve the moment of pay-


the product and often easily expresses its
confront different products and to access

opinion and thoughts. It’s the moment of

evolve in time creating the opportunity to


loyalty is not often rewarded into physical

the store can actually design new ways to


shop supports the moment of testing and
and explaining features, advising, compar-

to maintain the relationship through other

ing for the product bought, the packaging


assistants, the tools, the product displays..)
must be able to support the choice by pro-

(food..), composition (of some variations or

establish a durable relationship. That’s why


ten cared about after buying and customer
According to different context and product

warding, as well as a more complex system


types, the shop (the environment, the shop

ing products, suggesting combinations and


The Experience Space is an inspirational en-

Icon Aid V-Fit V-Farm Ekoo Click


Celine Yang, Pinak Sheetal Ingolikar, Lin Ying Kuo, June Ho Yen-Ling Chang, Li-Yin Andrew Chao, Chen Lei,
Parekh, Nicholas Wallen Heonjae Jung, Yu-Chang Suh, Carlo Zapponi Chiu, Yun Hye Choi Jung Hoon Lim
Chen
Icon-aid focuses on The retail experience cycle eKoo is an interface for Click! is a system for fash-
enhancing customers’ ef- V-Fit addresses a particular is based on three steps: creating a link between ion stores that provides ori-
fectiveness when browsing situation, which is however attraction, engagement people and the music they entation and recommends
a large selection of laptops. common: doing purchases and extension. V-Farm is like. eKoo engages people products. The system first
The system derives unique for people who are not a visual iterface for retail in unexpected music dis- surprises the user by post-
icons from customers’ in the store. V-Fit, hence, spaces which specifically coveries, as well as creating ing a candid photograph
laptop-selection priorities. works to enhance the way works to enhance the a supplementary outlet for of the user on a nearby
Each icon appears next to the shop supports the mo- extension phase, focusing shops. To have a taste of screen made to look like a
up to nine laptops on an ment of testing in fashion on rewarding customers’ latest music releases, peo- mirror or poster. The user’s
interactive screen. The icon and accessories shops. The loyalty to establish durable ple will be able to interact photo will be superimposed
varies in size according to visual interface helps to relationships. The system with a dynamic shopping with a random selection of
each machine’s fit with the describe a person in terms reproduces a virtual farm window display. The system clothing from racks neigh-
priorities. Selected Icons of height, width and overall in which customers can connects the shop with its boring the visual interface.
based on similar sets of body shape using different cultivate, share and harvest storefornt allowing people The user will then be able
priorities are visual siblings body languages and ges- their own seedlings. After to exchange recommen- to interact with the inter-
providing quick visual filter tures. V-Fit thus provides an harvesting customers can dations and suggestions. face to browse through
Icons are also interface ele- aid to chose and test gar- exchange their virtual fruits Through Bluetooth pairing other recommendations.
ments. When in front of a ments in all those circum- for real products. In store with digital players and The orientation aspect of
laptop a customer touches stances when actual testing interaction is based on mobile phones, passersby the visual interface will be
an adjacent icon to see an is not directly possible. This touch screens placed at could also purchase the subtle encouraging the
interactive visualization provides an added value to accessible positions in the recommended tracks. eKoo customer exploration of the
which compares the recom- the overall shopping experi- retail space. Remote access will ultimately enable an store assortment without
mended machines associ- ence by engaging the user is provided through a web easier access to music, being too intrusive or
ated with the icon and the and offering support in an site and an application for leveraging on community prescriptive. In short, Click!
current laptop. innovative way. mobile phones. building dynamics through enhances the exploratory
informed suggestions. shopping experience at
p. 13>> p. 12>> fashion stores.
http://projects.domusacademy.net/sonics/

WS#03 sonic’s *project leader *assistant


Investigating by designing the expressive Claudio Moderini Renzo Giusti
potential of sonic experience.

*WORKSHOP brief

Sonic’s UNDERSTAND | EXPERIMENT


AN AURAL QUEST
INTRO Certain sounds are distinctive of an environment.
Human beings are multi-sensorial entities by Certain sounds are purposefully chosen and even de-
nature. signed to create the mood, the soundscape of a place.
Places can have a distinctive aural identity.
how to explore the Mono-sensoriality is just a product of our culture Now embark on a journey discovering how different
that highlighted some physiological peculiarities
expressive potential of of the different senses.
places sound. Investigate your surroundings. Collect
evidence of the distinctive “sound” identities of places,
aural stimuli, to develop On this premise, then, arts have deepened a hia- buildings, events and even brands. Individual traits can
be hidden in rhythms, noises, sound patterns and even
tus between the visual and the aural dimension.
sound-based interfaces A division which was further reinforced by the more in music genres and playlists…
Examine your collections and by matching places with
hightlighting the historic separation of training paths for the dif- their sound patterns find the commonalities or the
ferent disciplines.
complementarities of visual Western culture has witnessed a predominance
artificial mismatches between the ambiance, its distinc-
tive qualities and how it is being populated with sounds.
and aural expressions. of sight above all other senses. Create an audio/visual mash-up.
Use the sounds you captured to provide a highlight, an
Aural sense, has also been explored and to some
emotional commentary, to render the athmosphere of a
extent exploited, yet often in an isolated fashion,
certain event context or space. Mix and match together
> 16 emphasizing its symbolic and aesthetic dimen- 17 <
audio samples working out a distinctive sonic language,
sions within the context of artistic expression which draws from the power of spoken word and codi-
– ie. music and movie –, but it has been rarely fied music, yet as for RAP music, attains a new expressive
interested by integrated design interventions. power capable of reaching beyond the simple sum of its
Aim of SONIC’S is to investigate by designing the parts.
communicative ad expressive potential of sonic EXPLORE | POTENTIALITIES
Sound design experience. COLLECTING REFERENCES
Collect references of artistic expression, projects, instal-
SOUND IS lations, public performances and even applications that
Soundscape Sound is a pervasive phenomenon it permeates are either originally exploring or cleverly harnessing the
the environment inhabited by humans. It can be potential and the qualities of the sound/music domain.
as much an element which is taken for granted RESOURCE TOOLS
Phonic Interfaces Maximize your efforts and participate in a common
as it can be purposely designed for entertain-
process of discovering and learinig. The department
ment, for alarm, for … used twine [www.Twine.Com], a platform for sharing
Audio/VIsual Interplay Sound is a crucial “sensorial quality” that plays resources. You are invited to contribute to sonic’s twine,
a key role in shaping the interactive experience by signing up and adding your findings.
with objects, spaces and services. CLUSTERING AND BENCHMARKING
When dealing with acoustic media through Analyze your findings in light of the aspects that they
contribute to elicit. Group any functional and technical
technologiy, which are the emergent “ways of
similarity. Take into account all the relevant features that
interaction”, which are the “materials” and the pertain aural qualities, point out how they are being
qualities of interactive phonic objects, aural serv- used and which issues they are addressing.
ices and sound spaces? POPULATING A TERRITORY
Sensorial qualities do play a key role in shaping With the data collected understand where each of the
the interactive experience. And of course sound instances could be placed in relationship to all the others
and to the main axes of the territory identified.
has the means for enhancing and even radically Consider how each item is balancing between its visual
changing the perception of a phenomenon Thus and aural component and how it manages to engage its
leading to unexpected levels of engegement. users.
http://projects.domusacademy.net/sonics/
> 18

sors etc.
learning.

KEY VALUES
OBJECTIVES

FEASIBILITY

different media.
the experiential.

SONIC’S STAGE

SONIC’S SCAPE

CONCEPT SCENARIO
experience, sound therapy

SHARE | Findings

to a potential client/investor
Potential areas of application:
Potential areas of application:

MOTIVATIONS AND KEY ISSUES


It therefore points towards 2 threads:

indicators in the selected work context.


CREATE | Two Directions

on top of a specific topographic framework.


the baseline for a streaming “life soundtrack”.
Sonic’s aims at highlighting the complementarities of

narrations, travelling and tourism guides and orienta-

Define the feasibility with regard to the technological


Point out and highlight the intrinsic values of the pro-
features, viable alternatives, other considerations, etc.
description of the supported activity, functionalities of
entertainment, spatial navigation and orientation, aes-
Sound and music are intended as aesthetical and com-

Try to position the envisioned solutions within the pro-


storytelling by waving together multiple audio-streams

involved, type and quality of the content, technological


information sharing, cultural experience, memories and
and possibly point out a balance between the aesthetic

thetical experience, awareness and monitoring, musical

fiction (ar), visually impaired, locative gaming, language


tion, local content and knowledge sharing, audio based
tainment and sociability. Both noise and sounds provide

posal from the perspective of the different stakeholders


municative experiences. Emphasis is placed on on enter-

the proposed framework as if you were to present them


visual and aural expressions. Sonic’s wants to investigate

posed framework, explaining their relevance to the main

choices, paying attention to the integration between the


menting stories and narrations. Favouring active explora-
and the productive domain; between the theoretical and

Listening to the environment. Using the territory for sedi-

Describe the project scenario you developed in a synthet-

the tools, characteristics of the context, role of the actors


tion. Fostering new location-based narrations. Innovating

Identify and describe general objectives with reference to

ic and clear way. Try to describe it like a system, including

involved: user, client, content providers, promoters, spon-

Ding Pixonic Sonifi Sonic memoir


Li Yin Chiu, June Ho Celine Yang, Heonjae Andrew Chao, Yun Hye Yen-LingChang, Yu-
Suh , Lei Chen, Sheetal Jung, Pinak Parekh, Choi, Lin-Ying Kuo, Jung Chang Chen, Nicholas
Ingolikar Carlo Zapponi Hoon Lim Walleng

DING investigates the role Pixonic is an application SoniFi is a system that Sonic Memoir helps people
of aural qualities in shaping for smart phones and manages a user’s commu- use sound to preserve their
the interactive experience. other portable devices nication channels and alters memories. The project is
DING is an innovative which transforms images surrounding sounds based based around an online
sonic interface inspired to sounds. Using a camera on user selections. By con- sound archive filled with
by musical instruments to to take real time pictures, solidating all forms of audio sounds recorded throughout
access audio information the software can generate communication, SoniFi al- one’s daily life. Capture is
in public spaces. It has interesting sound loops by lows a user to easily answer preformed with the Picker,
various functions such as scanning parameters of the an incoming call from any which is a small Bluetooth
browsing the categories visual contents. The user channel and automatically microphone connected to
of sound, controlling the can interact and manipulate updates their status on the a smartphone. The Picker
sound qualities (volume, the generated soundtrack other channels to let others may be operated manually
tone, speed and continuity) through some graphics know about user’s avail- or configured to record au-
as well as adding additional editing functions. Another ability. Using sound, SoniFi tomatically. The smart phone
sound effects. It consists level of interaction is based can alter incoming and is used to manage sounds
of a speaker as a metaphor on direct sound control. outgoing forms of commu- on the Picker and send them
to attract attention, slider To further customize the nication. The system can to the online archive. In the
for browsing the content resulting sounds, themes morph background noise home, the Sonic Memoir
categories, strings for selected according to user’s or add a soundtrack to fit Drawer facilitates an intimate,
activating and controlling location are provided. a user’s mood or desired tangible relationship with the
sound quality and pegs for Sounds can be shared perception during audio sound archive by allowing a
adding sound effects. and published on the web communication. user to attach favorite sounds
through a social network- to objects and browse his/her
ing platform. archive by date.
p. 13>>

p. 12>> http://tinyurl.com/memoir-video
http://projects.domusacademy.net/bnm/

WS#04 BRAVE NEW MUSEUMs *project leaders *assistant


Interactive installation design for museums Massimo Banzi, Alexandra Renzo Giusti http://projects.domusacademy.net/bnm/
Deschamps Sonsino

*WORKSHOP brief

how to create and prototype


Brave new museums
innovative ways of interacting Museums are commonly perceived as the shrines
of knowledge, the institutions that are meant
with contents and information to preserve and, at the same time, promote
of a museum exhibit to engage the knowledge on different aspects of human
activity. When talking about museums, thought
visitors. naturally points towards fine arts and, more
generally, to the territory of art and design. Sev-
> 20 eral museums however are operating in totally 21 <
different domains, where the aesthetic quality of
the exhibits might not be the primary driver for
the audience.
Many of these museums, usually around areas of
science and particularly children’s museums, have
been recently setting new standards in exhibition
set-up, providing unexpected experiences and
highly engaging discoveries.
Using the framework of the Archeological Muse-
um of Valle Sabbia, in Gavardo, 15 international
students from the I-design course are asked to Objective
devise interactive solutions, capable of engaging The objective of the present workshop is to
and captivating the museum visitors. encourage the Interaction Design Students to in-
The workshop is meant to stimulate the students vestigate and create innovative ways of interact-
Tangible Interactions to explore state of the art technologies and ing with the contents and the information that a
appreciate their creative potential, while really museum would likely be communicating.
understanding the context of the museum. They Projects, therefore, must pay attention on the
Prototyping will be asked to develope and hone skills which level of performance of the final solution.

they will have then to apply to the creation of Students are encouraged to create functional
Physical computing functional prototypes. mock-ups and prototypes of their ideas as both
These prototypes are meant to communicate the active experimentation and proofing tools of
conceived ideas in a more engaging and direct their design choices.

content management fashion than a simple mockup. Tinker.it! assists Ultimately the final concept must be illustrated
in leading the workshop by the involvement of by means of a working prototype which will out-
the 2 founders Massimo Banzi and Alexandra line the main features of the interactive system
Deschamps Sonsino. devised.
of two elements. The first is
Loupe Table system consists

loupe (magnifying glass). By


dio contents browsing solu-

a physical table showcasing


arrays of slides. The second
tem provides a visual & au-

moving the Loupe towards


tion for people to navigate

of the slide, accessing sup-


element is a display, which

an augmented reality view


details on slides by using a
Hoon Lim, June Ho Suh

large multimedia libraries.


magnifying lens. This sys-
The inspiration for Loupe

behavior while watching

on it, people can trigger


one slide and closing up
observation of people’s

reminds the shape of a


Heonjae Jung, Jung

Table comes from the

plementary contents.
Loupe Table

p. 12>>
Massimo Banzi, then showed how the
BOX simple components found in ordinary
objects, can be recombined and connected
PHYSICAL together for building up complex and

INTERACTION LABS interesting interactive objects. The basic

YunHye Choi, Ling Yang,

out the virtual fragments as


with the puzzle and piecing
Once the puzzle is correctly

contents about the specific


electronics, operating simple toys or basic

be showcasing mutimedia

archaeologists, the young

interested in archaeology.
pieces change the images
discovery of the museum

The puzzle is made up of

museum visitors will gain


exhibits by means of en-
is meant to promote the

six square tiles on which

knowledge and become


puzzle. Through playing
gaging game dynamics.
tive puzzle game which
household tools, can be used as building

completed, MixMix will

subject depicted in the


appearing on the tiles.
Users by shuffling the
images are projected.
Throughout the first semester, a series of blocks to develop sketchy prototypes of

MixMix is an interac-
two-day Labs introduce different tools & interactive systems. These objects, in turn,
techniques in physical computing. would work reacting upon stimuli trig-

MixMix
In the skill-based sessions, students work gered either by peole’s presence, their mo-

13
both in groups and individually to com-

Lei Chen
tion or their direct intervention on knobs,

>> p.
plete short assignments and exercises. buttons and levers.
The first Lab is Lowtech Sensors & Actua- I-Design students, hence, were encour-
tors, where students are introduced to aged to start using all the interesting com-
wired logic electronic principles. ponents they found in the innards of the
The second introduces Keyboard Hacking electronic toys they had at their disposal.
as a way to interface with a computer.
KEYBOARD HACKING

individual quests are tied to


an overarching story, which
aims to lead users through
The third Lab introduces the Arduino

the user to participate in a


Andrew Chao, Nicholas

use of sounds. By placing


lection to life through the

to different sound effects


that immerses users in an

bringing a museum’s col-

gate different artifacts to


Wallen, Carlo Zapponi
The second instalment of the I-Design Labs

characters from the past.

variety of quests. VIsitors


alternate reality game by

the museum and investi-


These characters will ask
artifacts, users can listen

will then have to explore


a “stethoscope”-shaped

solve these tasks. These


platform as a way to define behaviours of

and to the narratives of


sintroduced a more complex technique to

Echo Echo is a system

the whole collection.


device in front of the
prototypes according to interactions.
link together events using other kinds of
SENSORS AND ACTUATORS quick hacks.

Echoecho
> 22
On Thursday February the 19th the Keybords chipsets can become easily
Interaction Design Class 2009, had its first modifiable controllers to start prototyp-
hands-on experience of what was earlier ing interesting ways to bridge the physical
introduced as ìsketching with thechnology. and the digital world. As an introduction,
Under the supervision of Massimo Banzi, Massimo Banzi showed a collection of
the students followed an entire day, full- curious and clever projects that thanks to a
immersion, experience experimenting and cunning selection of triggers: light sensors,

http://tinyurl.com/sweetvase-video
hacking with common electronic gadgets infrared sensors, tag readers, cameras
and “cheesy” interactive toys. etc... have succeded in creative engaging

ceived for the Sabbia Valley

optimize the exhibition real


estate, managing contents,
Sweet Vase O` mine can let
interactive installation con-

lection of pottery artifacts.

people overcome the glass

experience right inside the


a realistic simulation of an
virtually beyond the glass,
selves and antiques. Once

people can observe much

museum. The installation,


The scope and the objectives of the activity

Archeology Museum col-

by harnessing a library of
Sweet Vase O` mine is an
applications.

digital contents can help


O` mine presents people
the exhibits. Sweet Vase

archaeological discovery
more details concerning

which could virtually be


Li-Yin Chiu, Lin-Ying
Kuo, Yu-Chang Chen

barrier between them-


have been illustrated by Massimo Banzi, In day 1 students have to refresh their
whith a short presentation of instructive recently acquired familiarity with soldering

Sweet vase
case histories. Banzi displayed how such and basic circuit bending for developing
an activity can have twofold beneficial a basic system for controlling animations
outcomes. First of all, the module is meant

o’mine
developed in Processing. In order to add

unlimited.
to be an exploratory activity encourag- more fun to this phase, the students will
ing participants to observe carefully the be free to chose one among the many
objects, even the most mundane, present Processing Monsters collected by Lukas
in their surroundings. Vojir and use a conveniently modified key-
Attention is therefore directed towards board chip connected to a set of sensors to
discovering how these objects work. The control their monster’s behaviour. On day
examination stage aims at unveiling which

and daily life of ancient civi-

ancient life, with characters


2 the activity takes a slightly more sarious

visual animated stories and


real time experiences to let

acters using the prop-tools


ancient civilizations. Work-
Ingolikar, Pinak Parekh

tions. The installation uses


Yen-Ling Chang, Shetal

collaborate with the char-


cient cultures and civiliza-

stages different scenes of


addresses school children

the visitors explore which


upon objects, techniques
are the technical solutions implemented

lizations. Work-it! Mainly

to help them successfully


twist. Students are encouraged to quickly

to teach them about an-


Work-it! concept is built

Visitors will be asked to


it! using a set of props,

engaged in their work.


were the daily tasks of
to make such gadgets responsive and de- prototype some of the interactions they
livering a sensible interaction. The second

achieve their goals.


are envisioning for the projects they are
stage of the activity pursues the creation developing during the V-Tail Investigation
of a higher and deeper confidence with on visual interfaces.

Workit
electronics, therefore making students
aware of how certain results are obtained
and instilling a familiar attitude towards
http://tinyurl.com/tangiblecalculator-prototype
experimenting with technology.
http://projects.domusacademy.net/2015expopath/

WS#05 via di terra *project leaders *assistantS *WORKSHOP brief

Via di terra
Setsu Ito, Luca Buttafava, Camilo Ayala Garcia,
Paolo Cesaretti, Robert Le Konrad Bobrzecki, Maria
Quesne, Domenico Pisaturo José Fabregat, Mauro
D’Alessandro
The Land Way project consists of a visitor and
theme trail which connects a number of loca-
tions and buildings of special note, and which
leads from the Darsena to the future Expo site, route. They will be able to rent bikes, tandems,
a symbol of tomorrow’s city of Milan. The route, rollers, skate boards, etc..., as well as accessories.
about 22 km in length, will allow visitors to Visitors will also be able to make use of facilities
admire the historic parts of Milan (often not that such as rest rooms and luggage lockers. Bike
well known but with plenty of interesting things Stations will be located near the main transport
to see) as well as the large new regeneration nodes to offer visitors a sustainable mobility op-
projects designed by internationally acclaimed tion for moving around the city.
territory identity architects. GATES
This is an ambitious project which, once com- These entry gates to the route will constitute
pleted, will be able to continue even beyond the points of contact and direct transit between
Path navigation the main route and the secondary theme routes,
the Expo. This route can be covered on foot, by
bicycle, or in low environmental impact vehi- signalled by art installations which will act as
public infrasctructure cles, and will include some of the infrastructure strong features of attraction and identity for
projects planned for the city. Construction of the these places.
route will also provide an opportunity to adopt NAVIGATORS
community reinforcing
a coherent system of street furniture, or, where The Navigators will be specially-equipped loca-
this is not possible, to install removable items tions enabling visitors to access information
> 24 whose purpose is to indicate the way. A further about the routes. Here, visitors will find informa- 25 <
aim will be to carry out renovation and enhance- tion about distances, location of amenities, and
ment works on building fronts along the route, so on. WI-FI networks will enable visitors to ob-
or to activate substantial renewal programmes tain supplementary information about the route
how to conceive the new for some historic city places. or to use the Internet to find out other nearby
points of interest.
public infrastructure The Land Way aims to welcome Expo visitors
who want to visit Milan and get to know the REST - AREAS
for the Milan of the city’s cultural sites, its old and more recent his- These areas will provide visitors with comfort-
able places to take a break in the open air during
future, leveraging on the torical locations, combining art and enjoyment,
with shopping and gastronomy. The Land Way their journey across the city. Some themes and
momentum of the 2015 will also be a way of enabling everyone to enjoy sub-themes of the World Exposition can also be
presented in these oases of comfort.
Expo. the city and move around it at a leisurely pace.
The “Via di Terra” Project will see 4 different LOOK-OUTS (LANDMARKS)
possible declinations of the general brief, each Certain spots will be selected as features of the
one proposing an original take on the design Milan skyline which will also serve as points of
challenge proposed by the Municipality. reference for orientation along the route. At the
time of the Expo visitors will be also be able to
DESIGN DOMAINS access some of the taller buildings normally not
The Project will deal with the design of custom open to the public, to get a panoramic view of
conceived Route facilities and services. Support the city.
facilities for visitors will have to be designed and ZERO - EMISSION BUSES
then placed along the Land Way within existing Lastly, the Land Way will be served by ecological,
public areas due for redevelopment or planned open-air shuttle buses, fitted with multimedia
regeneration. equipment that will enable Expo visitors to enjoy
http://projects.domusacademy.net/2015expopath/ BIKE - STATION the city’s various trails in comfort. These vehicles
The bike station is menat to be where visitors will be hydrogen-fuelled to promote zero-emis-
will access services enabling them to cover the sions urban mobility.
for the aspects that each and every one
BOX of you, as a designer, finds interesting, by
CAPTURING unexpected motivations, that
*WORKSHOP brief declination 1 can transform the sites into IDENTIFIABLE
INVISIBLE TERRITORIES
Identify WHAT could RAISE INTEREST FOR
TERRITORIES- CULTURAL EVENTS that concern the COM-
IDENTIFIABLE MUNITY and part of the city, its identity,
memory, traditions. You can choose to
TERRITORIES focus on one or more of these aspects.
What is important is to choose what type
Luca Buttafava
of users you want your project to address,
and to define the TARGET you intend to
The main challenge of “Via di Terra”
engage.
Project is not to be able to design, but
THE ROUTE that connects the various loca-
to understand WHAT to design, WHERE,
tions that you are investigating with one
and for WHOM, establishing what will
another, must STRESS this RELATION; it
happen, HOW it will happen, and WHEN
must narrate the PASSAGE from one point
and WHERE this or that strategy must be
to the other, allowing thus anyone to per-
applied rather than any other.
ceive small clues, which together convey
There are various SITES on the territory
an IDENTIFIABLE message. Think about
that quite often have interesting but HID-
guerrilla marketing or street art with stick-
DEN IDENTITIES, and yet, since they do
ers. Students must find a rich narrative that
not manage to COME OUT, they are not
has the ability to stress the COLLABORA-
RECOUNTED. Yet there are people who
TION between the groups of visitors since
DO KNOW about those SITES, but since no
they’re all connected to one another along
one asks them for their ADVICE, and since
the route. The goal of the project is to de-
no one gives them any CREDIT as treasur-
fine a system of relations, spaces, objects
ers, this PRECIOUS KNOWLEDGE will be
and media that can improve the visibility
lost one day. It is first and foremost funda-
of the SITES; they must be welcoming, and
mental to visit the TERRITORY, to explore
> 26 reflect the essence of Milan’s identity.
it, experience it, touch it, photograph it, 27 <
film it, and know it; it must be recounted - to explore the role of interactivity in our
BOX society by exploiting its potentialities, by
making tangible the intangible.
*WORKSHOP brief declination 2 - to enhance the experience of the visitor
MAKING SENSE OF in the space;
- to tell the history/story of the place
TIME AND SPACE through the creation of an emotional reso-
Domenico Pisaturo, Robert Le Quesne nance in the visitor.
REQUIREMENTS
“Via di Terra” will be a predefined trail The proposed solutions should fulfil the
to discover Milan experiencing the his- following requirements:
tory through the qualities of the spaces OBJECTIVES: identify general objectives
along the path. While present fruition of with reference to the proposed framework,
historical info happens primarily through as presenting them to a client/sponsor.
books or exhibition labels, there is a real MOTIVATION AND KEY ISSUES: try to
experience of artefacts and spaces which position the envisioned solutions within
is not commonly accessible or officially the proposed framework explaining the
recognized as history. Every object, every objectives relevance.
architecture communicates. The artefacts CONCEPT SCENARIO: describe it like a
become the means through which their system, including description of the sup-
own story unfolds. Each space provides ported activity, functionalities of the tools,
us with sensory mnemonics that trigger characteristics of the context, role of the
unique reactions for each individual. The actors.
use of technology adds a way of under- KEY VALUES: identify and describe the
standing our surroundings through the use values of the proposal from the perspec-
of metaphor and interaction. tive of the different actors involved.
DESIGN OBJECTIVES FEASIBILITY: define the feasibility with
All the projects should aim at develop- regard to the technological choices, paying
ing concepts and scenarios of artefacts, attention to the integration between the
spaces, systems and services that will different media.
permit us:
> 28

Para_site Oh my guide! Pico Memo Portami


Dicle Begum Arslan, Tuğçe Ayan, Vasundhara Yen-Ling, Chang Ling, Lin-Ying Kuo, Yoshihisa Fennel Chang, Andrew
Faten Baassiri, Yu- Parakh, Carlo Zapponi Shu-Yu Wu Shinagawa, Hao-Ting Chao, Heonjae Jung
Chang Cheng Sun
Oh my guide! is an aug- Turists and visitors often El eugait volor in ut er sim
Milan, the capital of design, mented reality application have difficulties taking a History is the most precious vulla con ulla feuismo lo-
misses some spontaneity in that aims at guiding people perfect picture of them- sedimentation of a com- bore tatis ercillaore eros et
its everyday life. The city is in the city using people as selves in front of touristic munity’s collective memory incinim do consequat. Cum
tough and would risk not guides rather than maps. venues or other landmarks. and there is no deny- nonullaor iurem venisci
to be welcoming tourists Oh my guide! is a service of Pico provides a system that ing that memory always tismod te facilisi.
coming in for Expo 2015. collaborative guiding: the enables people to take evokes emotions. Memo Tatet lum at ut accum in
The whole city life, how- user selects on his mobile a self-portraits at memorable purposefully awakens the hent ilissecte mod eugait
ever, shifts during Aperitivo destination and the guide sites. Several cameras are memory of episodes of the la commodolore consequis
time, which is a typical Mi- (another subscriber) that placed in various posi- city’s history by means of adit ipsum exero et voles-
lanese ritual. Parasite uses she/he will be following. By tions and the portraits are site-specific installations. sim do odignim endit am
this gathering as a platform panning the phone users taken from different angles, Several of those episodes at adio eniam zzrilisi bla
to amplify the city throught going to the same direc- therefore adding a special are now forgotten and commolore tio od tet iri-
a process and not a prod- tion will identify eachother quality to the shots taken. obscure because of the lack ureetue dolor il dolor sisisci
uct, and allows visitors with a visual tag. The For the 2015 Expo, Pico of meaningful connections ncidui blandit del dolummy
to understand it through user in need of direction cameras are thought to be to the original events which numsandiat luptat nostrud
personal experience. This agrees to follow the guide set up at scenic spots along marked, also emotiaon- doluptat. Sit ing euiscini-
event is mainly located in a and the guide agrees to the “Via di Terra” allowing ally, certain city locations. praess.
small park called Parco delle be followed. This service a full documentation of Memo by using architec-
Basiliche, known for the big connects people in the city those who will decide to tural projections and other
amount of places serving and promotes  interaction walk the whole path. landmarking solutions,
Aperitivo. between locals and visitors. honours the memory of Mi-
The service features social p. 12>> lan’s past during the event
networking functions for of Expo 2015.
tracking/rating.

p. 13>>
> 30
T3 Teaser Vision Vitacletta Milano
Jin Woo Han, Daniele Andréa Chagnon, Pinak Angela Kim Faison, Andrew Chao, Li Yin Akanksha Bhandula,
Claudio Silvestri, June Parekh, Didem Sakipaga Arim Kim, Jung Hoon Chiu, Ying-Ying Li Sheetal Ingolikar, Chen
Ho Suh Lim Wang
Teaser is an augmented Vitacletta tries to take
T3 is a system of resting ar- reality viewer for public For Via di Terra, the city of advantage of the large “Milano” aims at chang-
eas and information points places. Its strong visual Milan needs to enhance amount of tourists that will ing the attitude of people
made for the Universal Ex- identity and its features certain pathways that will arrive in Milan for the 2015 towards the city of Milan
position that Milan will host are menat to invite visitors reveal hidden territories, Expo as a resource to bring and let people explore all
in 2015. T3 is composed of to discover hidden sights/ while providing comfort new energy to the city. the lovely places the city
3 units of different design, sides of Milan, overlaping for those participating. Vitacletta is an enhanced has to offer. “Milano” is
made to be placed in three images of the past to real- Vision, is a wayfinding bike rental service that also comprised of temporary
specific places of touristic ity. It allows the user to go project that marks certain harvest the kynetic energy experiences as well as a
and cultural interest in through the different eras routes throughout Milan’s produced by tourists and permanent solutions. The
Milan: Triennale museum, of the city and to live its “Creativity Area”. Vision visitors while pedalling, temporary solutions are
Largo Africa in front of City past history in the course of will create a light infrastruc- to activate amenities and two; ‘stamp of love’ and
Life building site and Piazza an interactive experience. ture to communicate the touristic facilities located ‘love in the air’. The perma-
Sempione. The concept Teaser makes the city inter- pathway through subtle, along the Via di Terra. nent solution gave freedom
derives from the idea that esting to the visitors and but reiterated graphic sig- Abandoned areas will be to users to express their
as a tree provides a natural shows how the community nage. Vision comprises also transformed into places for views in terms of likes and
shelter and resting feeling has grown in the past. It is elements of urban furniture people to gather and con- dislikes about the city and
while giving also fruits, T3 an interactive and engaging and lighting systems which tribute exchanging along eventually people can get a
provides shading and in the way of living the cultural utilize existing objects and with the bikes rented also token of love for express-
same time information that identity of Milanese people surfaces expanding them small quantities of energy ing themselves. “Milano”
users can be pick and store and for the visitors to have and marking their presence that they produced. provides a solution to
using a provided “e-guide unforgettable memories as pointers to potential real problems by trigger-
map”. and experience. points of interest. ing public involvement to
trigger richer community-
generated experiences.

CityCity Sociocity Zonaterra


BangBang Pelin Dumlu, Heonjae Davide Bot, Nicholas
Han Gwe Ahn, Peter Jung, Eshaa Samantha Artis Wallen, Kim-Ming
Andersson, Yun Hye Venkatesh Yap
Choi
Networking has become a Via di Terra is a connection
Finding your way or a place key part of our daily lives between landmarks and all
to rest is currently difficult nowadays. socioCITY aims defined routes connecting
in Milan, which makes the at satisfying the growing them. With over 29 million
city sometime a difficult need of person to person visitors estimated during
place to be in. City city interaction by creating a Expo 2015, it is imperative
bang bang is about making live and interactive journal that visitors spread across
the toursits feeling more for an individual. socioC- Via di Terra, are interested
welcome. To achive this ITY provides two systems, in what the route offers,
goal, City city bang bang one catering to people who and are able to orientate
will help tourists providing decide to walk and explore themselves between the
directions, useful informa- the city and the second for connecting landmarks.
tion and also places to rest. people who use the Bike Zonaterra, proposes to
City city bang bang uses Mi bicycle rental. In the first reclaim neglected intersitial
objects and structures al- case a software applica- space to turn dead green
ready excisting in the urban tion will create a live online spots connecting land-
enviroment so it can be journal for the user, which marks into actual centres
placed on the narrow side- will update itself according of interest: encouraging
walks that can be found all to the users movements exploration and social
around the city. across the city. The second interaction along the Via
layer of the system will help di Terra.
people to navigate through
the city by bike while
keeping a data log of their
journeys..
project
master in I-Design - Interactive objects, spaces and serv- Claudio Moderini
ices - at Domus Academy, Chiara Diana is Domus Acad- Born in 1965, interaction designer, he is director of
emy Art Director. In 2003 she joined Domus Academy the Master Programme in Interaction Design at Domus
Research and Consulting Department (DARC), where she Academy. Since 1995 he is member of the research staff
is responsible for communication and interaction design. at DARC (Domus Academy Research and Consulting) and

leaders
In January 2006 she has been appointed to Domus Acad- since 2000 responsible of the interaction and media de-
emy Art Direction. She participated in the development sign research activity. He has worked in several projects
of concepts, interaction design model and interfaces on interaction design and multimedia, developing con-
for MILK: MULTIMEDIA INTERACTION FOR LEARNING cepts related to telecommunication, media spaces and
AND KNOWING and CARE!CREA projects. She has been graphical interfaces. He taught New Media Theories and
responsible of the concept and design of signage system Techniques at the Faculty of Communication Science of
and environmental identity, in RCSMediaGroup building, the University of Siena and Visual Communication in the
ended in 2005. In collaboration with D.COM - com- Industrial Design Course at the Faculty of Industrial De-
munication design department of Polytechnic Univer- sign of the Politecnico di Milano. He lectured at Domus
sity of Milan - she designed the new face of EDIZIONI Academy, the Politecnico of Milano, Royal College of
POLIDESIGN, academic publishing house.Since 2005 she Art, University of Siena and University of Milano Bicocca,
is Adjoint Professor at the Faculty of Industrial Design at focusing on interaction design in enhanced media, art
the Polytechnic University of Milan and at Arsnova Digital installations and network environments.
Massimo Banzi achievements the studio has been selected for the ADI
Arts Academy of Siena.
Massimo Banzi is the co-founder of the Arduino project Design Index - years 2004 and 2008 - and invited to take
and has worked on many interaction design project for part in the collective exhibition “VuotoXPieno / Tempo- Elena Pacenti
clients like: Prada, Artemide, Persol, Whirlpool, V&A rary Architecture in Italy”. Today vc a is designing the Setsu Ito Graduated in architecture and PhD in Industrial Design,
Museum and Adidas. He spent 4 years at the Interaction new retail identity for leading Italian hypermarkets brand Designer and Architect. After graduating in Japan at Elena Pacenti deals with the design of services, design of
Design Institue Ivrea as Associate Professor. Massimo Ipercoop. Regular lecturer at SPD and guest professor Tsukuba University, in 1989 he moved to Milan where service interfaces and design of new media for everyday
has taught workshop and presented at institutions like: at Politecnico di Milano and Domus Academy, Paolo first he worked for Studio Alchimia and then collabo- use. Since her graduation at the Polytechnic University
Architectural Association - London, Hochschule für Cesaretti is currently working as a design consultant and rated with Angelo Mangiarotti. Since 1995 he has been of Milan, she investigated on service design theory and
Gestaltung und Kunst Basel, Hochschule für Gestaltung art director exploring the concept of designed space as a working between Milan and Tokyo in partnership with tools to be applied both in traditional sectors, from com-
Schwäbisch Gmünd, FH Potsdam, Domus Academy, communication tool. Shinobu Ito as a consultant for important companies mercial to social services, and with respect to telecom
Medialab Madrid, Escola Superior de Disseny Barcelona, such as De Padova, Edra, Sawaya&Moroni, PoltronaFrau, and web–related services. Since 1996, she is part of
ARS Electronica Linz, Mediamatic Amsterdam, Doors Dupont Corian, felicerossi, Guzzini, Nava, Richard Ginori, the Domus Academy Research and Consulting (DARC),
Stefano Cardini
of Perception Amsterdam. Before joining IDII he was Colle-Vilca, Swarovski, Tiffany, Sony CP Laboratories, Hi- where she’s coordinating research activity on service
After obtaining a degree in architecture -in 1996- with a
> 32 CTO for the Seat Ventures incubator. He spent many tachi, Sharp, Toshiba, Canon, Yamaha, Mitsubishi, TDK, design. As service and interaction designer at DARC, she 33 <
thesis about an innovative system integrating car pooling
years working as a software architect, both in Milan and Cassina Ixc and Toyo Kitchen&Living.He is also a Visiting developed projects for the European Union and advised
and car sharing, he decides that architecture is a good
London, on projects for clients like Italia Online, Sapient, Lecturer in Milan at the Milano Politecnico and at the for governmental and private agencies in Italy. She has
hobby. He spent 8 years working at Domus Academy
Labour Party, BT, MCI World- Com, SmithKlineBeecham, Domus Academy and at the Istituto Europeo di Design, coordinated the activities of DARC for the “Presence”
on EU funded research projects (Presence, LiMe, MATS,
Storagetek, BSkyB and boo.com. and in Tokyo at the Tama Art University and Tsukuba and the “Campiello” projects, within the EU Esprit-I3
Pogo); as art director at Domus Academy Research and
University. His work has been exhibited throught Europe (Connected Communities) and “Milk” project. Since
Consulting he was responsible for DA brand identity and
and Japan and has received several awards. Some pieces 1998 she is Adjoint Professor at the Faculty of Industrial
Luca Buttafava for several projects for DARC clients. In 2005 he moved
are part of the permanent collection at the museum of Design at the Polytechnic University of Milan, where she
Luca Buttafava received a degree in architecture at the to trivioquadrivio, working on projects bridging visual
Contemporary Art in Munich. teaches service design. Since 2002 she’s the director of
Polytechnic University of Milan. In 1996, he attended identity and organizational development consultancy.
the Interaction Design Course at the Domus Academy in He’s been teaching at DA, both in workshops and short Domus Academy Research and Consulting (DARC).
Milan. He worked there for ten years, after traveling for courses, and since 2000 he’s teaching at Politecnico di Robert Le Quesne
work in Korea and Japan. He worked at Domus Acad- Milano. He’s interested in the relationship between new 39 years old. Born in London, England, Robert studied DOMENICO PISATURO
emy, at DARC (Domus Academy Research and Consult- and old media (and believes that they cannot be split, at Photography, Film and Video at the University of West- Born in Salerno in 1975, moved to Milan to study Busi-
ing) as a senior researcher, and then began teaching and the moment), and spends most of his efforts trying to minster before becoming a founding member of mul- ness Administration at the University “Cattolica del
working as supervisor of Masters programs. Buttafava represent complicate concepts in a simple way. timedia design collective Antirom. Antirom pushed the Sacro Cuore”. In 1997 he begins his collaborations with
also teaches in other Italian and international institutes, boundaries of multimedia and interactivity and became Domus Academy taking part in the research projects
and since 2001 he has worked extensively with the Poly- internationally acclaimed working with clients such as “Lime”; “Presence” and “Campiello”, within the research
Alexandra Deschamps Sonsino
technic University of Milan, in the Design Department as Levi-Strauss, BBC Worldwide, and the Science Museum. programme of the European Community i3 under the di-
Alexandra is an industrial and interaction designer. She
a professor of Communication and Media Integration. In After leading the production teams of major London rection of Marco Susani and Claudio Moderini. Still with
attended the Interaction Design Institute Ivrea where
2008, he become a member of NABA (Nuova Accademia accounts such as Natwest and Banca Mediolanum at the Domus Academy, worked as an Interaction Designer on
she met the other founders of Tinker.it!. She has been
di Belle Arti) as a Special Programs Coordinator in Milan, global internet company Razorfish, Rob became head of several commercial projects. In 2000 joined Razorfish as
involved in projects for clients such as Nokia, Motorola,
managing programs in the International Department. A production at the newly formed office in Milan. It was a Senior Interaction Designer and founded together with
Droog design, Thinglink, Jaiku, Blast Radius, fo.am and
partner of Id-Lab, his most recent team project is Venezia here that he developed the strategy ‘Digital Retail Space’, Rob Le Quesne (former Antirom) the department of Dig-
Blyk bringing creative and strategic leadership to multi-
[exhibition] Architecture Biennale. looking at ways of transforming the ways people interact ital Retail Space, a research laboratory aiming at creating
disciplinary teams. She is an active speaker on the next
with brands in physical retail spaces. He co-founded new concepts for technology integration within point of
generation of technology-aided product design and
thebigspace to develop these ideas into workable client sales and exhibiting spaces in order to enhance the users
Paolo Cesaretti heads Tinker.it!’s operations from London.
solutions. Since setting up thebigspace in 2002, he has involvement. At the same time he lectures in several
Paolo Cesaretti (1963), architect. After a short period at
developed cutting-edge experience design solutions for Italian universities on User Experience and CRM. Visiting
the Amsterdam based UnStudio, in 1998 Paolo Cesaretti Chiara Diana clients such as Levi-Strauss, Artè, Polo Ralph Lauren, Le professor for the I-Design master course of Domus Acad-
becomes co-partner of vc a in Milan, specialising in Communication and interaction designer, with a degree Coq Sportif, Alfa Romeo, JC Penney and Replay Jeans. emy, is an Associate Partner of Creative Communications
exhibit and experience design. Among the most recent in Design at the Polytechnic University of Milan and a
since January 2002.
PROJECTS

PRJ#01 I-Ball
PRJ#02 Orion
PRJ#03 V-Farm
PRJ#04 V-Fit
PRJ#05 Ding
PRJ#06 Pixonic
PRJ#07 Loupe Table
PRJ#08 MixMix
PRJ#09 Oh my guide
PRJ#10 Pico
35 <
> 36
WS#01
I-Ball
Orion
Moolamp
Pear
Vivid Leaf
WS#02
Click
Ekoo
V-Farm
V-Fit
Icon aid
WS#03
PIXONIC
Sonifi
Sonic memoir
Ding

WS#04
Loupe Table
MixMix
Echoecho
Sweet vase o’mine
Workit
WS#05
Portami
Memo
Para_site
Oh my guide!
pico
Milano
Vitacletta
Vision
Teaser
T3
Zonaterra
Sociocity
CityCity BangBang
37 <
http://projects.domusacademy.net/led_2009/?page_id=190

PRJ#01 *Team members WS#01 *brief *project leader


Alix Chen, Yun Hye Choi, << p.
LightLight Stefano Cardini
06
Celine Yang

*project title

I-Ball
what is it?
‘I-Ball’ is a lighting solution based on movable spheres of
light that leads people to gather around, create new lively
> 38
spots in the city, and express identity and personality in pub- value and potential
In conclusion, I-Balls are inte- 39 <
lic space. ‘I-Ball’ shows a new behavior for lighting system grating in one solution lighting
that triggers unexpected playful and exciting methods of and interaction. They aren’t just
interaction with light. moveable lights. They promote
a meaningful re-appropriation
Each ‘I-Ball’ is 1.8 meters in diameter. The surface of the ball of public spaces, through self-
is semi-transparent PVC, which can protect the LEDs inside. expression and playfulness.
Users will be able to elicit diverse
Meanwhile, the LEDs give off soft glows through the PVC feedbacks as soon as they use
surface. The surface is constructed with LED panels. In the them. Hopefully I-Balls will en-
centre of the lights, there is a system, which produces and courage people to cooperate and
share together efforts and ideas
transfers power to the lights and other activities. to beautify and decorate the
town. For Milan, I-Ball will bring
in a great opportunity to have a
HOW IT WORKS? some customized icons. shinier and livelier nightlife.
The ‘I-Balls’ have many functions.  First The spherical shape of ‘I-Balls’ permits to
of all, they are urban lighting fixtures, users to easily and dynamically arrange
which can be put in streets, parks and the lights in the environment, by simply
other public spaces to brighten the pushing and rolling them. 
Second, ‘I-Balls’ are decorative elements ‘I-Balls’ display different light effects on
that populate the cityscape and land- the basis both of people interaction and
scape with graffiti made of light. The of reciprocal proximity.
‘I-Ball’s’ surface is composed of touch For instance, people can play some kind
screens that are connected to a sensor in of race games or matching games with
the center. other I-Balls, and during the interaction
Being ‘I-Ball’ a digital platform for self process the balls will show different re-
expression and creativity, people can actions that have the scope to introduce
alter the light’s color and brightness, some elements of variability within the
change the pen’s pixel and color to simu- game, stimulate people to gather and
late painting, and even stamp it with interact in a playful way.
http://projects.domusacademy.net/led_2009/?page_id=195

PRJ#02 *Team members WS#01 *brief *project leader


Fennel Chang, Andrew Chao, << p.
LightLight Stefano Cardini
06
Heonjae Jung

*project title

Orion
what is it?
‘Orion’ is a system of dynamic signage that uses light ex-
pressivity in order to help users navigate around the city by value and potential
As mentioned before, Orion can
> 40 providing dynamic information about nearby services, insti- provide some real-time informa- 41 <
tutions, areas of interest and special events through the use tion.  This can also include special
events and/or emergencies. Orion
of icons and light. Orion will provide useful information to also saves users time because one
both visitors and locals in a universal format. can quickly see what is available
on adjacent streets without cross-
HOW IT WORKS? transportation icon scrolls for displaying ing the street or even walking
Being a fixed physical infrastructure that the different transportation units avail- down the street.
provides dynamic information about able in the area, showing also related in- In the future, adding icon-
a location, ‘Orion’ will be situated on formation like estimated arrival time of a shaped lights in front of shops
street corners as well as other strategic bus, distance and walking time to reach to correspond with the icons on
locations if necessary.  The units will the nearest bus/taxi stop and so on. Orion will make locating shops
be positioned at a proper height so Below the “transportation icon” other that much easier for visitors and
that people can spot ‘Orion’ from a “lit icons” inform people about services, locals.  By spreading Orion’s
fair distance and can quickly survey an events and areas of interest along the “language” of icon and lights we
intersection for available services, attrac- street.  A number next to icons indicates could potentially reduce the exist-
tions, etc. i.e.. the number of similar services ing mishmash of signs.
‘Orion’ structure is based on four panels currently open.  The user can use a Each individual Orion unit, which
with an “L” shape format.  The angle vertical touch-pad for scrolling through is aware of its own streets, could
of the “L”, so as the size and number of the listing of similar services to see the potentially communicate with
panels may differ depending on the ac- exact location of desired service and its nearby units to further aid users
tual location.  On the panel is displayed relative distance from the current ‘Orion’ by expanding the area it covers. 
the name of the street with an arrow unit.  Furthermore, some dynamic Orion could potentially guide
that indicates the direction of the listed information about the service may also users to services and destinations
street as well as the direction of the be shown.  For example, if there are blocks away or further.
services and areas of interest shown on more restaurants along a street, the
that particular panel.   user can select restaurants and in the
The top lit icon is for public transporta- detailed info box they can see the type
tion - buses, trams, and trolleys, so as of cuisine as well as if the restaurant is
for indicating pedestrian paths. The busy or not.
http://projects.domusacademy.net/v-tail/?page_id=180

PRJ#03 *Team members WS#02 *brief *project leaders


Lin Ying Kuo, June Ho Suh, << p.
V-tail Elena Pacenti,
10
Carlo Zapponi Chiara Diana

*project title

> 42
V-farm http://tinyurl.com/vfarm-prototype 43 <
what is it?
‘V-farm’ is a virtual reproduction of a real farm in which cus- VALUE AND POTENTIAL http://tinyurl.com/vfarm-scenario
The V-Farm system allows retail
tomers can cultivate, share and harvest their own seedlings stores to improve the way they
placed in public places and accessible also remotely. After care about and keep in touch
harvesting, customers can exchange their virtual fruits for real with their clients after shopping
through a rewarding system that
products. In-store interaction is based on touch screens placed can educate people to a more
at accessible points in the retail space. Remote access is provid- sustainable “shopping style”.
Communities based on sharing
ed through a web site and an application for mobile phones. and exchanging  can be born
around the virtual farm. Pos-
HOW IT WORKS? provided by large scale touch screens sibilities of interactions between
The system consists of four main tools: through which users can manage, seed people around the v-farm are
a membership green card, the ‘V-farm’ and share their fruits with other users. endless.
lounge, kiosks, a web-site and a mobile The software serves tools for managing Simple possible developments
phones application. When buying eco- and sharing the seedlings. could be related to widen the
sustainable and bio-products customers ‘V-farm’ access is also available through set of activities and products in
collect points by way of their member- a website that gives each user a way the virtual farming experience
ship card. After collecting a certain to observe other user’s harvest and (i.e. bees, animals, etc.). A more
amount of points they can use them for propose exchange and trade of culti- structural potential development
planting new seeds in the virtual-farm. vated products. A mobile application could be the installation of a real
The card is the main tool for logging is supplied to users who want to have garden inside the shop where
into the virtual farm, which is installed an overview of their own farm through people can grow and share their
inside a lounge (in case of big stores) their mobile phones and check ex- real products through the help of
or in kiosks placed in strategic positions change proposals. a “green customer service”.
chosen in order to enhance post-buying The system cycle ends when fruits are
experience. ready for the harvesting and then they
Interaction in the ‘V-farm’ lounge is are exchanged for real products.
http://projects.domusacademy.net/v-tail/?page_id=178

PRJ#04 *Team members WS#02 *brief *project leaders


Sheetal Ingolikar, Heonjae << p.
V-tail Elena Pacenti,
10
Jung, Alix Chen Chiara Diana

*project title

> 44
V-fit http://tinyurl.com/vfit-prototype 45 <
what is it?
http://tinyurl.com/vfit-scenario
The focus of ‘V-fit’ is to reinvent the shopping experience value and potential
into retail spaces through visual interfaces to create a mean- The visual interface enhances
ingful interaction between users, the space and products. the overall shopping experience
driven by consideration of mo-
The specific scope of the project is to enhance the way the ments of engagement between
shop supports the moment of testing in fashion and ac- people and space.
cessories shops. The scenario of ‘V-fit’ implies a client that It helps to add a certain value
to the moment of testing and
wants to buy a gift for somebody else. In this context it is provide a new entertainment to
very useful to visualize the person, who is not present in the user within the retail environ-
ment. The solution, V-fit, serves
the shop, and choose the correct size of clothes for him. as a high adaptive interface for
The visual interface helps to describe a person in terms of variable fashion stores.
height, width and overall body shape by way of body lan- Further potential development
would be a printable version of
guage and gestures. the interface feedback which
people can take away as a souve-
HOW IT WORKS? be described. The interface reacts to the nir of their experience.
‘V-fit’ system is based on human gesture gestures and hand movement and ena-
recognition technology that combines a bles the user to modify the image to suit
set of technologies, such as infrared rays his requirement. It is possible to modify
led array, camera-based recognition and the image in terms of height, width
capacity sensor-based recognition. In and overall body shape in the front and
the standby mode the interface displays side profile. After completing the image
different images from the visual library description the system gives the recom-
and the users can choose the image mendation for a suitable size of clothes
which closely resembles the person to for the person described.
http://projects.domusacademy.net/sonics/?page_id=79

PRJ#05 *Team members WS#03 *brief *project leader


Li Yin Chiu, June ho Suh, << p.
Sonic’s Claudio Moderini
14
Lei Chen, Sheetal Ingolikar

*project title

Ding
what is it?
The focus of ‘Ding’ project is to investigate the role of aural
qualities in shaping the interactive experience. The sonic
interface of ‘Ding’ is inspired by string musical instruments,
> 46 47 <
representing an innovative way to play audio information
in public spaces. The system addresses four types of infor-
mation such as sounds of the city (environmental sounds),
stories and narrations, news and languages. It has various
functions such as browsing the categories of sound, control-
ling the sound qualities like volume, tone, speed and con-
value and potential
tinuity as well as adding additional sound effects. Ding is a The sonic interface, Ding is a new
new approach towards sonic interfaces to enhance the sonic and innovative approach towards
experience through contribution and sharing. audio interfaces and information.
It has more attractive and meta-
phorical appearance for public
HOW IT WORKS? modalities, such as news, audio stories
spaces in the urban context. It
‘Ding’ is a series of interactive sonic and narrations and translations into dif-
gives the opportunity to actively
urban artifacts consisting in a pole, a ferent languages, the access to different
interact with audio information
frame structure that contains the strings, level of details within the same category
enabling contribution and shar-
a slider and a loudspeaker. Both the is activated by rotating the slider along
ing. In a way the sonic interface
strings and the speaker are treated like the vertical axes. The pegs serve the
has the means for enhancing and
3D icons and have the scope to physi- function of selecting the language
even radically changing the per-
cally represent the main functionality options for news and narrations and
ception of audio information.
that is playing with sounds and listening. for adding additional sound effects.
The slider mounted on the side of the Brushing the strings activates the sound
frame is used for browsing and selecting information, plucking harder increases
the different functions, the string for the volume and plucking the upper and
activating, playing and controlling the lower extremes of the string produces a
sound quality and the pegs for adding variation of the tonality of the sound. In
sound effects. this way it enables the user to interact
By sliding up and down the slider it is completely with the audio information
possible to select the different audio and manipulate the audio qualities.
http://projects.domusacademy.net/sonics/?page_id=87

PRJ#06 *Team members WS#03 *brief *project leader


Celine Yang, Heonjae Jung, << p.
Sonic’s Claudio Moderini
14
Pinak Parekh, Carlo Zapponi

*project title

Pixonic http://tinyurl.com/pixonic-scenario

what is it?
‘Pixonic’ is an application for smart phones and other portable
value and potential
devices, which transforms real time images into sounds creat- Pixonic gives people, a chance to
ing a personalized, contextual soundtrack. Using a camera to investigate reality in an unusual
take real time pictures, the software can generate pleasant way: through sound. We believe
> 48 that this application could change 49 <
sounds by scanning the visual contents. The user can interact the passive attitude of the user
and manipulate sounds through some simple graphics editing and make him/her more active
and discover the surrounding
functions. Another level of interaction is based on direct sound space in engaging ways, answer-
control. Themes are provided to customize sounds and they ing the question: “Maybe this
can also be suggested by geo-location. Sounds can be shared sounds nice!”.
Increasing the creativity towards
and published on the web through social networking. sound in terms of fun is not the
only aim of this project, we also
expect Pixonic to help the users
HOW IT WORKS? with both visual and interactive ele-
ments. to create memories of places and
The application works in two modalities:
The main idea is to give the user an moments and share them with
exploration and expressive modes.
interface to move sound scanners that others. This last goal might be
In the exploration mode, the software
detects meaningful spots in the taken achieved with the adoption of
recognizes visual elements and trans-
picture, each spot represents a spe- themes, which will provide differ-
lates them into sounds through an
cific object based on shape and color. ent musical experiences based on
object detection algorithm. The camera
Sound spots can be added, removed locations.
embedded in the portable device
catches real-time pictures to be analyzed and moved inside the picture to define
and directly transforms them into pleas- unique sounds. A wide range of themes
ant sounds the user can listen to, and are available to customize sounds, they
decide whether to save them or not. are based on different instruments,
In this modality the user can affect im- rhythm and melodies from various music
age properties by changing some basic and countries.
parameters as brightness, zoom and A geo-location system provides sugges-
contrast, this way the user can assist the tions based on the location the user has
software to investigate the visual ele- taken the picture from. As final step the
ments and create new sounds. user can save his/her sound and share it
In the expressive mode it is possible to with other people through publishing it
directly interact with sounds, playing to the web and social networks.
http://projects.domusacademy.net/bnm/?page_id=1023

PRJ#07 *Team members WS#04 *brief *project leaders


Heonjae Jung, Jung Hoon << p.
Brave new Massimo Banzi, A.
18
Lim, Joshua Juneho Suh museums Deschamps Sonsino

*project title

Loupe Table
what is it?

> 50
‘Loupe Table’ is a low-cost augmented reality museums dis- http://tinyurl.com/loupetable-prototype 51 <
play for searching, browsing and displaying multimedia con- VALUE AND POTENTIAL
The concept behind Loupe Table
tents. By means of a small monitor mounted on a mechanic has been inspired  by the action
arm, the user can visually navigate through the detailed of analyzing diapositives on a
light table with a precision mag-
multimedia information related to the slides showcased on nifying lens. The intention was
the light-table. to harness an iconic act in order
to establish a communication
HOW IT WORKS? On the technical side, Loupe Table short-circuit. Loupe Table builds
Loupe Table’s concept draws momen- slides cover several arrays of reed sen- upon the resemblance with a fa-
tum from the assumption that often sors. Every sensor, when triggered by a miliar looking tool to suggest the
museums have large and unused collec- magnet placed behind the LCD display, system affordances and beguile
tions of documentary materials, such as activates the multimedia contents related visitors curiosity. 
diapositives slides. Loupe Table brings to the overlying slide. The low range of Loupe Table tries also to make
these objects to the forefront, making the reed sensors caters to activating the the most of documentary archive
them the vehicles through which actively supplementary contents only when the materials that often lie unused in
engaging visitors and disseminating fresh display is conveniently close. most museums. Quite ordinary
contents. The display constantly calculates its objects such as slides are turned
Loupe Table consists of two main height from the light-table surface by into real attention grabbers by
elements, an LED backlit light table, means of an infrared sensor placed on its accurate display layout and light
showcasing different arrays of slides, and back part. This allows to accurately apply set-up. Then the consistent use
a mechanic-arm mounted, movable LCD a zoom in effect when closing-up on the of a clear “mental model” makes
display, in its form factors reminiscent of slides. them an effective digital content
a magnifying glass (or Loupe).  browsing solution.
Users can move the display hovering it
over the slides array. Stopping on top of
one diapositive and closing up on it, will
trigger a choice of multimedia contents
associated with the underlying slide. A
dial on the display side will allow select-
ing among the contents available. 
http://projects.domusacademy.net/bnm/?page_id=1024

PRJ#08 *Team members WS#04 *brief *project leaders


Yun Hye Choi, Celine Yang, << p.
Brave new Massimo Banzi, A.
18
Lei Chen museums Deschamps Sonsino

*project title

MixMix
what is it?
MixMix context of use is a small archaeology museum VALUE AND POTENTIAL
MixMix most remarkable result
whose main visitors are primary school students. MixMix is that it adds engagement and
project is a mixed reality puzzle game made up of six tiles interactivity to a museum visit.
Furthermore it enables dealing
whose manipulation triggers the projections of artifacts
with educational contents in an
images drawn from the museum collection. Scope of the amusing and entertaining way.
game is to correctly match the puzzle pieces in order to This allows MixMix to be particu-
larly fitting for the target audi-
obtain the picture of an artifact. This, in turn, gives access to ence of the museum considered.
> 52
multimedia contents about the artifact’s story. A new game MixMix game dynamic also
53 <
is started each time the pieces on the table are shuffled. appears to be suitable to the
context of an archaeology mu- http://tinyurl.com/mixmix-prototype
Through playing with the puzzle game and piecing out the seum, as it connects the element
virtual fragments as archaeologists, the young visitors will of discovery through manipula-
gain knowledge about archaeology in an engaging fashion. tion to the archaeologists work.
Piecing out the virtual fragments,
children can experience what
HOW IT WORKS? puzzle. Stopping for 2 seconds on one it feels like to be an archaeolo-
MixMix primary interface are six squared of the outlined objects will select it as gist. Therefore MixMix can be
pieces every one of which is a cuboid the object to be recomposed. A sound, exploited to make education in
of 12 by 12 by 3cm  whose surface is then, will set start to the puzzle game. an archaeology museum a fun
used as a small projection screen. The Users, then, will have to match correctly activity. 
pieces sit on an 80cm by 80cm square the 6 tiles. At the completion of the
table with a semi-translucent surface. puzzle, MixMix will trigger selected mul-
A video-projector is positioned perpen- timedia contents revealing details of the
dicularly on top of the table in order object shown on the puzzle. The Video
to project on the tiles. Underneath the content, for instance, can illustrate the
table an infrared camera tracks the story of the object discovery or alterna-
position of the tiles. Each puzzle piece tively of its restoration.
is identified by a fiducial ID, allowing
the correct positioning of the portion of
image associated to it.
MixMix game dynamic is simple and
straightforward: users have to re-
compose correctly the image projected
on the tiles surface. At the beginning
of the game, fragments of an outlined
museum item appear on the top of the
cuboids. Shuffling the puzzle pieces on
the table, will change the subject of the
http://projects.domusacademy.net/2015expopath/?page_id=130

PRJ#09 *Team members WS#05 *brief *project leader


Tuğçe Ayan, Vasundhara << p.
Via di terra Domenico Pisaturo,
22
Parakh, Carlo Zapponi Robert Le Quesne

*project title

Oh my guide!
what is it?
‘Oh my guide!’ is is a service of collaborative guiding based
on the interaction between two kinds of users: the guide
and the follower. The follower is the one who is looking for
guidance and direction and the guide is the one who offers
to guide followers to their destination.
> 54 value and potential 55 <
HOW IT WORKS? before deciding to create a group. ‘Oh my guide!’ provides an agile
The system creates a layer of augmented Followers can rate the guide, therefore infrastructure for connecting
reality between the real world and the creating an informal trust-network people in the city. ‘Oh my guide!’
user by collecting and dispatching status for other people to find out  reliable builds upon the social/virtual
message updates. guides or one that can speak a certain paradigm, translating it into the
A follower in need to find out a guide, language.  real world. The service potentially
activates the software and pans his ‘Oh my guide!’ features functionality increases also the chances for
phone scanning his view-field. In real similar to any social network as – status, interaction between locals and
time, bubbles are overlaid above people wall messages, groups, messaging, rat- visitors/newcomers.
who are going towards the same or a ings and subscriber profiles. ‘Oh my guide!’ can be used
neighbouring destination. The system supports alternative worldwide and potentially
The follower asks to trail the guide modalities of use:  strengthens the city’s social
and eventually the guide agrees to be 1) Default modality, which caters to fabric, making it more tourist
pursued.  looking for and providing direction. friendly. Users can see the city
through local people and can get
Upon accepting to guide a follower, 2) Game modality, in which us-
first-hand insights on sites and
guide and follower are grouped to- ers or associations can use ‘Oh my
places.
gether by the system. In the augmented guide!’functionalities to set up urban
‘Oh my guide!’ featured ‘Bread
reality application the guide will be then games and alternate reality quests. 
crumb modality’ is potentially a
marked with a flag icon above his head 3) Volunteer modality, in which during
huge area of development as it
while the follower will sport a sheep the Expo the organization can spread is a way of customizing the city
icon, therefore being recognizable to volunteers around the city to help peo- through virtual location-based
other ‘Oh my guide!’ users. Groups ple in giving directions and providing tagging.
moving towards different directions will support in different languages. 
be color-coded, thus avoiding potential 4) Bread crumbs modality: this is a
confusion. modality in which users can drop geo-
Groups can be custom-created depend- located, location-specific messages
ing on featured citywide events or around the city, for sharing suggestions
depending on users interests. Potential about shortcut directions, entertain-
followers can get further information ment, amenities, restaurants, and hid-
about the event the guide is bound for, den places. 
http://projects.domusacademy.net/2015expopath/?page_id=102

PRJ#10 *Team members WS#05 *brief *project leader


Yen Ling Chang, Ling Yang, << p.
Via di terra Luca Buttafava
22
Shuyu Wu

*project title

Pico
what is it?
Tourists have often a hard time at taking a perfect picture by
themselves, let alone taking shots from particularly sceno-
graphic angles. Pico tackles these and other similar situa-
tions providing an infrastructure of high-res digital cameras
VALUE AND POTENTIAL
located in relevant sites around the city, to help tourists and Pico provides an imaginative solu-
> 56 visitors take self-portraits. tions to several inconveniences 57 <
Pico will give the possibility of shooting photographs from people experience while taking
self-portraits. Pico takes high
a variety of different angles, engaging the users in discover- quality pictures from the most
ing funny and cheerful poses. After the pictures are taken, notable touristic points of inter-
est. Pico provides users a special
Pico will take care of saving them, either forwarding them to and cheerful experience by
the visitor’s email or storing them on the service community simplifying the process of taking
homepage. The photos can later be edited before sharing realistic-looking candid-shots on
particularly scenographic sites.  
them on other social networks or they can be printed in an Pico’s system architecture is
actual photo album. modular and scalable, allowing
multiple solutions for its installa-
tion on different sites. Within the
HOW IT WORKS? from unconventional perspectives.Pico’s
framework of the Expo 2015 ini-
Before starting to use Pico, users will shooting sites will be made easily recog-
tiatives, being placed at strategic
need to subscribe to the service online nizable through an identifiable signage. 
locations along the Via di Terra,
or at one of several tourists informa- Pico Cameras installed in different
Pico will provide a valuable aid
tion centre in town. After registering, positions are equipped with a variety
for capturing and sharing images
users will be able to download Pico of sensors in order to provide appropri-
of memorable moments experi-
smart phone client application. A map ate feedback before photographing the
enced in Milan.
of Pico’s virtual photo-sets locations will users. Shutters of cameras will be trig-
be available to subscribers to let them gered upon detecting that the visitors
locate all the points of interests where are performing certain actions.
the service is available. Several Pico Certain, conveniently located, cameras
cameras will be installed along major will facilitate taking ‘candid-style’ pic-
touristic routes, such as during the Expo tures enhancing the unexpected factor.
the “Via di Terra”. Cameras will mostly After the shooting, users can immedi-
be located at remarkable scenic spots, ately add their comments by sending the
or in their vicinity. A number of devices system a text message. The photo will
will also be installed in curious locations then be saved to their email or on the
enabling visitors to take funny pictures Pico homepage for further editing.
> 58 59 <
LECTURERS
Massimo Banzi / Franco Bolelli / Andrea Bran-
zi / Gianluca Brugnoli / Ampelio Bucci / Luca
Buttafava / Stefano Cardini / Philippe Casens
/ Riccardo Castaldi / Paolo Cesaretti / Line
Christiansen / Silvio De Ponte / Alexandra De-
schamps-Sonsino / Chiara Diana / Jozeph Fora-
kis / Francisco Gomez-Paz / Gualtiero Harrison
> 60 61 <

/ Setsu Ito / Eugenia Laghezza / Giovanni Lauda /


Robert Le Quesne / Daria Loi / Eliana Lorena / Ezio
Manzini / Claudio Moderini / Francesco Morace
/ Simone Muscolino / Elena Pacenti / Domenico
Pisaturo / Claudia Raimondo / Gabi Scardi / Fa-
bio Sergio / Francesca Tassistro / Rodrigo Tor-
res / Pietro Turi / Jan-Christoph Zoels.
> 62 63 <

domus academy
Domus Academy was created in Milan in 1982
as an open project around Italian experiences
in design and fashion. Over the years DA has
developed two major areas of specialisation, each
enriched by mutual exchange with the other:
the institution has established itself both as an
international centre for postgraduate training and
as a laboratory for research and consulting in the
fields of design and innovation.
The Master In Interaction Design
Domus Academy - Interaction Design Department

Head of Department - Master Course Director


Claudio Moderini
Coordinator - Tutor
Renzo Giusti
Course Information
Susanna Gualazzini
info@domusacademy.it
PH +39 0242414001
Admission and Registration
Carmela Bongermino
Loredana Lunasco
admissions@domusacademy.it

Art direction and graphic design: Chiara Diana, Francesca Valadé.

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