The Speckled Guide

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THE

SPEC K L E D GUI DE DESIGNED BY

C A R L W I G A RT


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CONTENT 4. Brief 5. Introduction to Product 6. What is Speckled Computing? 8. Ethnographic Research 9. Desk Research 10. First Concepts 12. First Concept Storyboard of Wayfinding 14. Personas 15. Scenario 16. Shaping The Interactive Screen 18. Final Shape 20. Shaping the Device 23. Final Shape 24. User Feedback 26. Final Concept 28. How the “Personal Tour” Works 30. Curating 33. Self Reflection

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BRIEF The brief for this project is to design a concept that uses Speck Tech to create an experience of value in a real life use context. You will be introduced to ethnographic research methods, including observation, shadowing and interviewing, which you will then use to research a public context and its users. You will then identify activities or themes where speck tech could add value by changing or improving the experience of the activity in some way and as individuals, choose one to design an experience for. As part of this you will utilise, user journeys, scenarios, video prototyping and high quality sketch models to bring your concept back to its potential users for feedback and testing. You will then you will consolidate what you have learnt throughout first year to develop a high quality design proposal that uses Speck Tech to create/add value to your chose activity or theme. Your final proposal should be clearly informed by your user research in all aspect including its semantics, materiality and interaction style. The final deliverables for this project will include high resolution appearance models and a video prototype that communicate the experience of the proposal, along with personas and user journeys/ scenarios. KEY RESOURCE: Specknet.org

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INTRODUCTION TO PRODUCT The Speckled Guide is a tool for a curator to use to enhance the experience of a gallery or museum.

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WHAT IS SPECKLED COMPUTING? Specks are programmable semiconductor devices which can sense, compute, and network wirelessly.

Common Features of Speck Platforms System:

Sensors:

• • • • • •

• • • • • • • • •

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Processor Radio Radio Amplifier Storage microSD card Serial Flash

Accelerometer Gyroscope Magnetometer Temperature GPS Contact-less Temperature Humidity Light Air Pressure


Features Used In The Speckled Guide: • • • • • • • • • + •

Processor Radio Radio Amplifier Storage Serial Flash Accelerometer Gyroscope Magnetometer GPS Audio

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Ethnographic Research

Our research group included me, Jakub Záhor and Maja Tyrpa. The places we carried out our study were Kelvingrove Gallery and Museum, Tramway and Kelvingrove Skate Park. We conducted our initial research by observing and shadowing.

Key observations relevant to this project: • Tourists struggling with maps of museum. • There were high noise levels in certain areas where children were.

In the studio we used the process of affinitising. In three steps we related observations to emotions and associations.

Key understanding: • If they do not have the relevant knowledge they will not appreciate what is exhibited.

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Desk Research

2.

3. 1.

5. Examples of interactions used in public spaces involving movement. 4. 1. Large keyboard. 2. Nike interactive installation. 3. Lego’s character simulation. 4. Interactive art piece that follows visitors silhouette. 5. Victorian conceptual invention.

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FIRST CONCEPTS

No interactions through a phone

Interact with screens

Holograms can interact with visitors with the help of the speck

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Puppeteer robotic animals

A wayfinding system

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FIRST CONCEPT STORYB

1. Take a “speckled tech� device.

7. You find your destination.

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2. Choose destination. It registers your speckled device.

3. Tells you direction.

8. Proximity to displays could activate anything interactive.

9. Holograms can hold conversations with people viewing by knowing where to look with help from speck.


BOARD OF WAYFINDING

4. You follow direction.

5. It’s a museum, so you get lost.

10. You find a screen again and 11. The speck stores visitor can select a new destination. information after use.

6. Go up to screen again. It will automatically know it is you and point you in the right direction.

(12.) If you accidentally leave museum with the speck it will warn that you are outside the proximity.

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PERSONAS

Ellen is a mother, she goes to the Kelvingrove Museum on holidays an weekends to entertain her children. She knows the museum very well and thinks it is great to be able leave her children on activities.

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Lilly loves the animal section. A day at the museum involves running around finding her favourite animal, playing with other children and trying all of the interactive elements in the museum.

Leo has never been to Kelvingrove before. He finds it difficult to appreciate what is there as he has little knowledge of the local history. He wants to learn about the local art culture.


Ellen takes a speckled armband

Chooses activity from screen

Screen registers Ellen’s speck

They go to animal section

Her children run around

Device vibrates to tell that activity soon will finish

Screens directs them to activity

She leaves the children at the activity

Goes for coffee with husband

She is alerted that activity is soon finishing

Goes to collect her children

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SHAPING THE INTERACTIVE SCREEN

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The idea was to create a display where people can approach from different angles and use the display at the same time.

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FINAL SHAPE

FEEDBACK: Having a round shape just complicates the interaction. DEVELOPMENT: Two sided screen. REASONING BEHIND NEW DESIGN: The screen is meant to be an ambiguous part of the visit. It is black so that people understand it is a screen. It uses a modal chameleon screen to simplify the appearance, letting it disappear in the environment. The screen only lights up when a visitor is close to it making it clear that it is responding to that specific visitor. 18


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SHAPING THE DEVICE Possible ways of having the guide on you: Necklace Pros • Would make it easier for programs to recognise exact position and centre of body • Works for all sizes • Can have audio output Cons • Can get tangled • Safety risk for children

Bracelet Pros • Enables gestures and more interactions • Does not tangle Cons • Would have to be adjustable • Becomes sweaty • Difficult to recognise exact visitor location as the arm moves about • Difficult to make convenient audio output

Clip Pros • Can be used passively on the body or actively by holding it in your hand or placing on surface • Can have audio output • Can choose where to put it • Does not touch skin as much Cons • Not always easy to find a place to clip on • Can fall off 20


In Pocket Pros • Can be used passively on the body or actively by holding it in your hand or placing on surface Cons • Easy to forget • Everyone does not have pockets • Could mix up with other’s if used in an interaction

Headband/ Hat Pros • Would be practical for interactions involving sight/ height • Would know what you are looking at Cons • Becomes sweaty • Looks ridiculous

Clothing Pros • Could be tailored for interactions • Very precise movement analysis Cons • Becomes sweaty • Would not suit all • Price • Size • And many more problems 21


This first bracelet was designed to give the visitor a choice: • A 3D Macintosh rose (gallery, Glasgow, feminine and symbol) • An Egyptian scarab (museum, international, masculine and feminine and symbol) • A stylized non-shape (neutral, nature and tech)

FEEDBACK: How do you get them back if the children really like them? Is there a better armband solution? Difficult to use with one hand.

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DEVELOPMENT: A neat simple design that you would not get attached too. FEEDBACK: Armband is less

variable then clip. It would not work as well as an audio guide. Does not have buttons to acknowledge audio and interactions or have volume buttons.


FINAL SHAPE DEVELOPMENT: A small simple clip with one main button and to volume. The main interaction takes place on the large screens so this should be as simple

and familiar as possible. The tactility of the large button can be described as a satisfying firm click.

All of the buttons are relatively large to accommodate those that might struggle with delicate interactions.

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Animal animated on screen

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Child with a “Speckled Guide”


USER FEEDBACK: (Visitors and staff at the Kelvingrove Gallery and Museum)

Wayfinding: The museum is set up like anywhere else. So it is not necessary. Virtual Burrow: Interesting and fun. There is already a vast amount of interactions aimed at children. Are there ways of keeping more senior visitors coming to the museum? Proximity triggered videos: Not necessary as there is such a large amount of visitors. Robot controller: Would be very cool. Would require technical maintenance.

PERSONAL REFLECTION: Wayfinding: The idea of just being pointed in the right direction does not fulfil the idea of a “enhanced experience”. I could be a form of personal tour, tailored to the visitor. Virtual burrow: Initially is was designed to display the animals on top but it is better to have inside for the child to see. Proximity triggered videos: This could be anything designed to be triggered by visitors doing a specific tour. Robot controller: Technically interactions are on the uprising and so are ways of maintaining the technology in a working condition.

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FINAL CONCEPT Personal Tour

Adaptation

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Visitor is guided around the museum based on their interests. The visitor can adapt the tour and interact with elements on the way.

The display adjusts based on the height of the visitor.


Robot Controller

Virtual Burrow

Visitor can control and experiment with the movement of a robotic animal.

Children can simulate animals crawling through burrows.

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HOW THE “PERSONAL TO

Take a Speckled Guide

The screen and Speckled Guide direct you to the start of the tour.

Tour starts.

When passing a sign it reveals next place to go for tour.

CLICK The Speckled Guide gives you choices during the way. It then adapts the tour after your interests.

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OUR� WORKS

Walk up to a screen that automatically turns on, triggered by the speckled guide’s proximity.

Choose a tour you want to take.

The Speckled Guide tells you Tour continues on that that you are by an object object. that is a part of the tour.

CLICK If you find something you want to learn about you can always click for information. This will also help the guide adapt the tour. 29


CURATING Examples of other ways the speckled guide could be used for curating an exhibition

Proximity trigger for specific tour.

Lighting in room could change depending on where a visitor is standing.

When a guide does a tour the rooms could be designed to interact specifically to them.

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Augmented reality holograms are plausible.

Screens and holograms could act as interactive augmented reality guides.

Noise and traffic in the museum or gallery can be monitored so visitors can choose to avoid sections if they find it distressing.

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SELF REFLECTION This product is a tool for curators. There are many ways that it could be used and many ways I could show it being used. I see this as one of the main problems with presenting this product. I hope it is understood as the tool it is not a set way of curating an exhibition. To expand on this project I would probaly have to develop it together with a museum or gallery curator. Hear what is feasable and where it could be implemented. A good start would be a smaller exhibition where tours can be planned in detail. In smaller exhibitions some can expect a higher level of interaction and technology. An example of this is the David Bowie exhibition at V&A 2013 where similar technology was used. Although I did get a large amount of positive and negative feedback from users. It must have been hard for them to place them to understand the product experience fully. Equally it is diďŹƒ cult to know if the product would be a pleasant experience for the visitor until it is placed in situ and the guided system has been applied. As always it is only when the product is realised that we will know if it works. works. the product is realised that we will know if it has been applied. As always it is only when until it is placed in situ and the guided system would be a pleasant experience for the visitor Equally it is diďŹƒ cult to know if the product understand the product experience fully. have been hard for them to place them to and negative feedback from users. It must Although I did get a large amount of positive similar technology was used.

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Carl Wigart 2014

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