well welcome thanks for coming so when when Nancy asked me about about doing the forum I thought that what we should try and do is provide you an overview and of what we're doing relative to interactive products where we think it's going and it's diversifying over the years so but I thought it would be really important to provide a bit of a historic content context for you so my presentation is kind of a background of how we got to where we are and then I'm going to hand it over to Noah and Stewart and way so my background I had I worked in industrial design consulting for 20 years before I got started then I've been teaching for 20 plus years my research focuses on interactive product design and the application of new technologies to design education know as a research scientist in the imagine lab in the college he's he's been through our program he has two degrees in industrial design and mechanical engineering and also a master's degree in human-computer interaction he works in our lab his expertise is in 3d modeling visualization and physical prototyping and he's going to talk about some of the work he's been doing Stuart's founding principle of praxis 3 just done some pretty interesting buildings has been I want a number of awards for the work he's done he's also a professor of practice in school of engine Arabic school of architecture for the past 25 years so Stuart has been doing some pretty interesting work on the use of interactive technologies and architecture Wei Wong as a system professor in the school of industrial design his background in Nokia technologies and has been doing work in the application of interactive technologies into automotive technology specifically is what he's going to talk about today and he's been a great support in our lab and our curriculum in terms of teaching interactive technologies to our students so I want to talk about sort of this notion of technology creeping in and it's and that's really what's happened it's sort of crept up on us and we really haven't sort of been necessarily aware of the changes that have happened as we move forward so john thakura thakura the director of doors of perception which is sort of a think-tank that operated for 20 years in the UK came up with this quotient for me it was influential in my thinking about design so he said what happens to society when there are hundreds of microchips for every man woman and child on the planet what cultural consequences follow when every object around us is smart and connected and what happens psychologically when you step into the garden to look at the flowers and the flowers look at you so this was 20 years ago when John said this and and it sort of seemed pretty speculative at that point but it's really truly a reality now and we'll talk about that so these are some of the factors that sort of drove all this in 2002 we had a big shift so this was this is all based on the fact that the internet really sort of opened up in the very late 90s and early 2000s but all of a sudden there was this spike there were 16 million camera phones in 2002 over half the data traffic on the Internet was for gaming so just things we probably weren't even aware of at that time but this shift really sort of for us pointed at the opportunity for designers to begin to explore the relationship between people and technologies and how technologies would begun to we begin to use technologies so this is a bit of a history of interactive products so Speak & Spell was probably one of the first interactive products that leveraged speech synthesis so it was just a box that could talk to you basically then you know sort of backing you the next next sort of wave was this interactive toy some of the first efforts to try and build interactive toys and there were some crude attempts so there was this little device called Andy was kind of a robot there were pet stirs and teddy ruxpin the next generation were little devices that began to sort of focus on nurture based interaction so Tamagotchi was a little device that children had was a little frightening for them because they had to keep it alive if you didn't feed and talk to your Tamagotchi would literally die was stopped working so it's pretty frightening for children and then Furby was a scary character in and of himself and you never knew quite what he was going to do sorry and one of the real sort of big steps forward was this project at MIT called kismet Cynthia Brazil developed this robot it was driven by a roomful of computers about the size of this room in order to develop this as a as a device that could convincingly talk to you and have a discussion with you so it's one of the big first steps into that level of interaction how did the MIT work came the programmable brick which is in fact the Lego robotic system and so this focus on robots started to sort of happen and you've got things like any C's Entertainment robot that could do things like turn on the television for you at a voice command and run around the house one of the big successes with sony's AIBO and one of the reasons why the the sort of an animal oriented robots were more successful so i both sort of was modeled after a dog it looked like a dog and it acted like a dog and if it didn't work well you could accept the fact that with the stubborn dog that's okay whereas those who were sort of designed after someone who would be a serving robot if they didn't do what you wanted them to do that was kind of annoying and it was sort of a Fault in the system so this is actually so Sonne developed i bow and i biblia love the robot devices on the market this is the seventh generation robot I bow and it had the ability to find its way back to its charging station you could talk to hi Bo it understood you it responded with colour interaction on the screen and and it could find its way around the room it learned obstacles in the room and could work from that front at the other end of the spectrum we had Honda's eyes as ammo' and as emoted the most sophisticated robots out there it can walk up and down stairs it can it can retrieve devices for you and they've been gradually moving this forward their target is to have a team of as amost that can compete in the World Cup I think the target was something like twenty fifty and they want to be able to compete at a professional world level at that time at the same time parallel to this Philips design in 1995 started this initiative called vision of the future and they hired 300 designers from around the world to develop interactive products and different ideas and they asked people to look 20 years down the road the surprising thing was is that 95 percent or 85 to 90% of the products that they developed and concepts were in production within less than five years so it's really sort of said something about if we could think about it we could probably make it happen so that was an important observation to sort of look at then Philip shifted to this notion of not just products but the fact that there was this notion of ambient technology so we could embed technology in the environment around us that would allow us to then talk to the environment and then there was this project joint venture between Toyota and Sony to create this car called a pod you see the yellow colors on the front this car could generate different colors to to sort of showcase the emotional state of the people in the vehicle so red was kind of a warning system that you better watch out because they're agitated but the car then would that would take actions to sort of try and correct this so it would turn on the radio maybe to a some music station that would help try and calm people down or if you went by Starbucks and stopped one day it would keep track of that and the next day would ask you whether you want it to stop for a coffee at Starbucks so it raised a lot of questions about what could we do and what should we do because obviously you don't want the car to ask you if you want to stop for coffee every time you go by a Starbucks car and then so Stefano Morano who is that who is the head of this project at Philips suggested that you know what happens when when you when you talk and the walls can talk back so this whole notion of what happens when the environment is totally interactive and so this notion of networked technologies really starts to raise a lot of concerns for us as well so the issues of privacy security and safety all become issues and they're obviously very current in this day and age so our goal was to try and find a balance between this between the technology and the emotional events and psychology event and so this whole thing of trying to balance these issues was where we started to drive forward so the cycle back to John Thacker is quote in 2004 one of my student teams developed this project called plantera and they basically stuck sensors in the plant that could detect light and moisture and the plant could then respond to you using audio signals to indicate whether or not it was feeling well so the plant is literally talking to you as per as per John Thacker has comment so we get to this point where you know the the potential of products around us to be able to do things like support elderly people who are living on their own and to be able to create this dialogue so where do we go from there that was our question and in sort of the early 2000s so my students started playing around with the technology in the lab and I started to sort of acquire some of this technology and one of them one of the team's designed this project called page craft for a Microsoft competition and I so it's a storytelling system you build with blocks on a system and it would record what you've done on the screen and you could build a story page by page and it was a concept but I asked them well maybe we could build this and they were sort of we could build this yeah we actually did so this is the working prototype we were able to build this company build this and it was showcased around the world at a number of conferences another project that sort of scaled up from that was this project called curio which is an autonomous interactive museum guide so this project was a speculative project based on the idea that people go to a museum to share the experience with family and what we do is put headphones on and put PDA or a cell phone in their hands and it breaks up that whole visit so this was about developing a set of interactive tools that allowed people to sort of probe and question what was going on in the museum and to be able to share it with one another and we were able to prototype this and prove that it was actually workable this project involved 26 people from three different institutions to do it over a three-year period and and we were able to sort of develop and test it so that leading from that when I came here I developed the interactive product design lab because I felt it was really important that we embed this whole process of understanding these technologies into the into the school prayer into the curriculum so the lab was built as a way to prototype the technologies to allow us to explore the kinds of things that might be possible here and one of the tools that we developed so we developed curriculum around this and one of the tools that we used first off was the Lego Mindstorms kit so there was sort of this division between robots and interactive products we use this all as interactive technologies to sort of embed and sort of hide the technology and sort of focus on the social interaction that was happening and we used as a driver the notion of why do you want to design it what kind of a product could you develop why would it be useful to someone and how do you go about doing it so having said all that this technology is all antiquated now and doesn't exist we don't even use this anymore so that's how fast is the field and the technology is changing so what you're going to hear from here is from the others here presenting are the ideas of looking to the future what are we looking at now where are we going where did where do they think this is all happening and as I stated before our objective is to explore the potential to produce products and systems that are aware of people and can help you do the kinds of things that you want to do in your daily life so I'm going to hand it over so that's sort of the history a quick overview I've been handed over to Noah and he's going to show us what he's been doing and how it fits into the kind of work that were involved in yay hi I'm Noah Posner I'm a research scientist here with a group called the imagine lab but I also do a lot of work within the interactive product design lab sort of helping to run that space helping students with projects I also teach a couple courses on camera have taught a couple courses currently I'm teaching a physical prototyping course for human creator interaction master's students but what am I talking about here is a about prototyping connection so we have these interactive products but how do we actually start making them what goes into them what do we need to consider when making them so so what is an interactive prototype so an interactive prototype something that users can interact with obviously but they're more than that they support interaction they communicate with other systems and they allow users to directly interact with them they exhibit some sort of response so not only are you touching them or talking to them but they're talking back and they help you to increase your knowledge about maybe how a system works what goes into that system or what technology is involved they also help you explore technology they let you try out different pieces of hardware different pieces of software different methods different bits of code but when we're talking about technology what what is this technology and so this technology sort of falls on a spectrum when dealing with interactive products at the base level this technology is just human it's people acting things out demonstrating and it can go all the way up to custom circuit boards custom written software on custom systems one of the most simple aspects of sort of interactive products are is the wizard the Wizard of Oz but it ends up looking a little more like this in reality Wizard of Oz is a method where a person as the computer system sort of driving the interaction generally without speaking or without guiding the user just to understand how a system could possibly operate also a great human technique that's used for designing interaction is body storming so the idea of just acting out how you might interact with a product so how might you answer your phone with your t-shirt or how would you greet your coffee maker in the morning just acting these things out can be really informative and so how to design behaviors for these products we can also use existing systems things that we have on us to create really sort of powerful interactive prototypes this is actually a BMW Concept which utilizes two Apple iPhones just tucked into cases to make them look like futuristic gait clusters we can also use these systems with touchscreens on prototyping tools such as envision to create interactive prototypes that are although you know just based around cardboard we can have these interactive screens create really robust interaction um there's also a lot of technology systems that are out there different plug-and-play this is a product called little bits which is really sort of basic electronics prototyping but allow you to create sort of interactive and responsive systems getting a little more complex a spark funds spectacle system allows for a bit more programming it's done on the on your cell phone but just lets you plug things in with headphone connectors systems like makey makey as a board which allows you to turn anything you can imagine into a controller to drive a game or to drive an experience and certain companies have picked up sort of on this idea an Xbox Microsoft has just released the Xbox adaptive controller designed to help people with disabilities but it also can be used for prototyping interactions as you can basically connect any switch or joystick you can imagine to it to drive a computer system um we really can't continue talking about technology and interactive products without addressing the sort of small portable elephant in the room known as Arduino the Arduino platform is a easy to program relatively system that has a real wide variety of resources available people have done thousands of projects with this and there are a lot of companies that provide great learning resources on this platform it's also really adaptable it allows you to easily hook up a whole variety of sensors from sort of commercial grade to actually like industrial level sensing to it to create a whole variety of experiences and it comes in a real variety of form factors there are tons out there this is just a small sample of what's available that all of these are the Arduino platforms are all programmed the same way they all use the basic same concepts but allow you to fit them into different sort of environments so you might need something that can have a lot of inputs or something that can be attached to fabric and can work through conductive thread you also then have platforms that I'm sort of standardized in their size such as the Adafruit feather but has a whole bunch of different varieties of radios and communication standards different varieties of this one version um what's really interesting recently is that these systems have become smaller but incredibly powerful these two examples here's is the Gemma and the trinket m0 both of these are using the m0 trip which is an incredibly powerful chip capable of driving say thousands of LEDs but these are not much bigger than a quarter and so and this is a you know an $8 under $10 piece of hardware that you can create really immersive and incredible experiences with they're also some really feature-rich boards out there this is the circuit playground which I use in my class to help students sort of learn how to integrate electronics into products which has a whole suite of sensors both input and output built into it so you don't have to even learn how to solder for this you can just plug in and start working immediately there's a huge variety of input devices every sensor you can imagine can be adapted easily to work with Arduino and a huge variety of output devices most of these end up being blinky lights but Arduinos can also drive varieties of motors vibration systems haptics audio really anything you can come up with you can basically prototype with an Arduino although Arduinos are great for prototyping they do run into some limitations particularly when it comes to form factor in terms of maybe getting something that's the exact size or shape that you need and price some of them can get kind of expensive a lot of it comes in terms of power usage if you're trying to create really efficient systems Arduino is aren't quite the way to go and so custom boards are sort of the next step even custom circuitry has come down in price greatly and they're now services that even offer fully assembled custom boards so that all you have to do is say I need my board to look like this and have these parts on it and it shows up in the mail in five days from possibly anywhere in the world um so how do we integrate this how do we actually bring these things together into usable products so one of the things is how is this stuff made sometimes it's soft you might want to start with something two-dimensional like some laser-cut felt in this case that can then create 3d forms that are squishy and sort of fun to interact with and also very robust they can take kind of quite a beating we can also integrate into textiles using conductive threads so above LEDs and even so Lord we know platforms and then there's the hard objects so creating sort of structural elements sometimes this can be as simple as cardboard that are just purely mechanical but allow you asked how an interaction might work would say a new toaster design you could also have integrated electronics into these cardboard structures so very rapid laser-cut assembly very rapid robust testable models but that can integrate coin acceptors and RF IDs and LEDs and screens um and then there's three uprinting 3d printing has come down in price and increased in quality over the years and it will most likely continue to do so but it's possible to utilize 3d printing to get really custom fit around these electronics this precise positioning is capable being that you can most likely either download or model your electronics and get them to fit incredibly compact spaces um when it comes to fitting components um a lot of times you might start out with something really loose really just testable and then as you refine your design you might move to a much more compact package a more refined board we can also fit sensors custom sensor design is totally doable and actually surprisingly easy just utilizing some simple copper tape on various different conductive materials we can create pressure sensors that can then go into our products and allow for interaction um sometimes with these custom sensors these are simple copper tape capacitive sensors but we have to be aware of the quality of the sensor and the characteristics of it that capacitive sensing you can't have your wires cross any overlapping wire triggers the sensor so building into our design means of routing our wires and so that we can control how they flow through the design how they come out how they plug in which then provides us with this reliable interaction and a reliable experience um one of the things that a lot of students run into particularly in their projects is access we think we build something we put in a box we close up the box and we're done but with this prototyping process a lot of times things go wrong things break wires come loose so how do we actually get into our designs after we've made them an understanding both from a prototyping standpoint but also from a future possible manufacturing kind of levels to input how might we get into it are we just going to have a hole in the back that we can reach in and quickly adjust things or are we going to have tongue and groove sliding doors that seal with screws there's a whole variety of options and also reuse some of these components can be quite expensive and so although we may be building them into our cardboard model for testing covering them with hot glue may not be the appropriate method and so a lot of the technologies we have say 3d printing allow us to design quick easy pin fits so that we can fit a relatively expensive RFID reader into our relatively cheap cardboard housing done finally a testing becomes really important the reason why we build these things is to test them so sometimes this testing takes a form of sort of this Wizard of Oz style just bringing people in interacting with it sometimes it's a little more environmental installing a system and just seeing how users behave with it a lot of these ideas that we're testing haven't been done before or haven't been done very often or haven't been done at the scale that we're looking at and so how do we evaluate these different things how do we test them in ecological conditions and a really key aspect of developing interactive products is teamwork most of these sort of projects these objects are not done by a single person or by a single skillset they're really kind of an interdisciplinary approach particularly the really robust projects require knowledge of electronics knowledge of code knowledge of design and fabrication and so bringing together teams with different backgrounds and different skills can really make for powerful projects and having spaces like the IP DL that do bring people together in these environments allow for quite interesting and creative projects to flourish thank you it's all I got okay good morning everyone so just like a.j mentioned I'm assistant professor in Swap industrial design and so I joined Georgia Tech for like two years ago and before that I walking in China and I live in London for one years and I used walking in a Finnish company Nokia to me the mobile phone so so first sorry for my accent it's because finish and some days and second sorry I have I have to take some notes to make this presentation so yeah so my teaching and research experience is interested on the user experience and interaction design so most specifically how to use the interactive prototyping tools message just like a know I showed to prop user experience issues in smart product design so today I will talk about some students walk in last two years in my Georgia Tech career the topic on connect people in driving so in last two years most of my time is just a academic position so not too much time to do my personal research but I would like to share some of my sought here so here are two pictures so in the lab is way most the newest UI and you will find actually the sheer deer the real-time sensor and the image acquired by the sensor and radar in the car to the people in the carbon so you may actually it's quite interesting the human-machine interaction relationship changed we used to drive the car but now the car sharing the information to us and in the in the in the right the project made by Renault and Ubisoft so they put a virtual reality Hansen in the in the Renault car and it's a fully self-driving car and you will find actually people can play any immersive video game during the journey and the most interesting thing is that we are since an interaction would be real-time rendering by the cars the physical reality in the real world it's quite dynamic so you have actually which can of virtual reality and real reality is changed and the car wheel drive and the car falafel user will be like another like a gaming machine entertainment environment in the virtual reality so you'll find a lot of interesting thing happens so that's why the driving error the driving topic thought of normal striving self-driving cars would become like a whelp the biggest promising area could leading some really pro construed technology in over interactive world and over daily life so if we look back in the history actually the whole driving experience is the history of Prasad to continually increasingly to adapt to some new information and new interactive technology for example in 1960s we have over first iridium over car and in the driving related information there have some speed and other information showing the dashboard and if we look at this map you will find now we are in quite interesting we caught tricky trigger point because now we somehow in the 2018 so we launched some OEM the manufacture long launched like a conditional automated driving system which will release over a lot of attention and other human efforts on other non driving related task or activity and from our study research we predict that in future the non driving related information will dynamically increase but the driving related information will decrease so how we can provide a better user interface or HMI we call forward future user that's a big opportunity for our designers and researchers so here are a project otherwise by me it's made by Michele Chu who is well over I D minor but this is the project from hers independent study so it's called how I can share the oh it's here sorry it's called constellation mapper so it's a project we want to create some interesting interaction in the song roof with augmented reality because when people talk about augmented reality in car most people focus on the windshield because that's some drivers attention in the front but we believe in future if highly autonomous system adapt it had more chance our requirements for multi people interaction so the sunroof is the one of the best interface for multi people for the front row for the back seat they can share in some information even they can play some game together then we made this this small project and we made some study what kind of like a current interactive documentary arity like projector harder technology used in current industry and then Michelle made some concepts so we try to create some new use case for this augmented reality sunroof and so that's some process and later we want to fix overcome tab on some like the constellation mapper that help multiple people could share a stream like a constellation and share some inner information and play some light game based on the interface and Michelle made the interface in the laptop for several week every week we will by me and we found something different some some some points wrong because they think probably that interfaith would be totally different compared with over scream interface because Misha is the interface on her scream so the icon they all it's quite hung like a current like a touchscreen my other interface though we put some of our the interface in this is all over HMI lab they lead by Wendy so we put the sis rule the big display here and Michelle made some like a template for some usability basic usability testing like a what the phone side very the battle day off and we got a lot of understanding and inside actually we found actually there are some limitation for the ridgepole corner for different people in different see and even for the same information for different orientation we need handle some kind of like the some kind of like actually that's distortion about the image and other because that distant day is too close and how like a the front row and back row people could share in the same information so it's a really funny per gag and it actually it it has actually in future different interface in a car would have different design principle and these are understanding and it need a lot of user experience research and understanding on that so we talked about automated driving systems so this is a matrix we create so in the horizontal dimension is different level of the driving automation this is level 0 that's long automation level Y is low automation and in this part is level 5 dots are for automation anyway paid put like a different human attention based on different level of the driving features here for example the center of attention that's for level one because you will find actually level one people need handle so many different tasks but in level 5 actually it's only limited worry low level of human attention and your race outside of the attentional field or peripheral field so a lot of big fundamental principle for were HMI design and the tricky point is actually here from level 2 to level 3 the conditional automation so it required people still put some attention on the driving task but in most case in in the routine driving case the machine can handle that that's quite tricky because if happening some like hazard of some like a participant cross the street some some issue need people involved or inter in the task people need to take their attention back to the task which we call the takeover request takeover request the key usability of human issue in conditional Auto normal striving so we made this study otherwise for now with the which is well forward our MIT students and we try to use the the prototypes used introduced by Noah and made two different prototype why is provide some alert directional information in users central attention for example user looked looked down their mobile phone or any display the error would have alert arrow or something in his central attention occurs in central attention another happened in the peripheral attention appropriate so for the proper one we used Arduino to miss some like a dynamic arrow so then we we tested in simulator this is the test here you can find actually a bar wrote when the screen in the screen in the role have some object need people to pay attention and aha and we used some eye tracking and some other Messel to analyze the data and we find some quite interesting findings for example for the central metal is we put two kind of different like a immersive task wise 30-second gave me another is too many meanings gaming and we found actually compared with the short immersive and long immersive that too much different for the central one but for the program provides quite diverse and it's only useful for the further shali mercy but not for the line worship and we call some other more details friends from the eye tracking every time when people look up and they always want to they always look down and try to find some more additional information in the screen actually that's a very big design implication I have to see for all kinds of manufacture we want to provide such kind of driving assistant in the car so then we build this design space if we look at the design speed we will find actually there are different human enrollment and now we focus on the driving but in future we will focus on the other users in arrows before and after driving and different other touch point so here is the current space in level 0 the non automated driving and that's a the upper space we we believe will cover more touch phone from int arrow X 0 to some remote remoted wave by your phone and other different users in arrow before and after driving that's the future design space for or folio to normal driving so probably sorry I cannot show this case but I would like to talk with you after this presentation and enough in the fennel I will thanks the faculty development ground and BMW USA which sponsored my research my studio and over H are my lab lead by Wendy okay well yes and well thanks for inviting me here today again this Jim mentioned I'm on the faculty here in architecture but what I'm excited to talk about today is the interdisciplinary kind of collaborations that are going on between architecture and industrial design we got to know each other more with both faculty and students and the two programs through looking at the library project that is going up the hill as all of you know under construction currently and we're also as my role in praxis 3 the architecture design team and from the very GetGo we were asked to be part of the team because as an architect I've often for many many years have been looking into in fact this kind of in-between zone between the physical architecture and digital media and that shows a little brief history of how we and myself working with Fred Piersall Diller Scofidio New York praxis 3 Amy Landis Berg have done projects that have been looking into the future is how the role of interactive media and that experience is going to be transforming architecture the physical this intersection between the physical and the virtual and we presented that fact the library is really we think that it's going through radical transformation and the books in fact at Georgia Tech in many libraries are diminishing and their physical presence and electronic media is taking their place and in fact that seems like do we even want to call it a library anymore but we were showing in this history that really the media its media we call media now electronic is what we think of but media has been with us for the distribution of information and knowledge and scholarship since ancient times and it was in stone tablet form it's been in physical book form and now it's taking on more ephemeral electronic digital form and so our challenge was with the libraries though being these of iconic sort of signifiers of scholarship at the center of communities and campuses with the vast awesome arrays of books that inspired our students and faculty to someday contribute to those bookshelves this was once the historic library of the college of architecture and college of design and with the books as you see on the left kind of leaving how could we as architects still inspire scholarship through other kinds of means of awestruck and so we are collaborating with in fact experienced designers I came to know through Jim this program here in industrial design an illustrious graduate among many hunter Spence who works at second story a they're called experienced designers they're a part of sapient razorfish advertising and media and they are working with us to in fact translate physical design into digital kinds of experiences and this showed one they showed us was a Museum in Basel Switzerland that has started to use the physical and the digital and integrated ways the one on the right is an idea that we have for the library that is currently finishing up in design and we hope will be implemented it's for the bridge that you saw on that first slide and the media bridge is now called the kind of working name is an incredibly potent possibility to signify scholarship not only for the new transform library but really at the crossroads of our campus it's at the apex of the campus on the top of the hill it's at the crossroad between the south north axis Cherry Street corridor and the Bobby Dodd concourse and so we looked at this as an opportunity to see how we could again do something that takes you know the that re inspires like the grand halls of books had done and to do that we were experimenting with the media and the content which second story has been very active on how could that be interactive and engage students in ways and then how could that be physically not just a screen hung on the wall there's this phenomena now just screamed line.this where we actually tune out screams that are trying to deliver information and shopping malls and everywhere and especially they didn't want it to be just another scoreboard and stadium we talked about the fun factor in the products that create you know engagement through play and we take that seriously actually serious play but how did we make this not just equivalent to stadium kind of media so our idea was to see if we could in fact change the configurations the materiality zuv glass constructions to take these invisible clouds of digital information and knowledge that we're that are up there and are going to be feeding the libraries and the sense of content for students and faculty to access and make that somehow come alive and present in a kind of prism that refracts that invisible spectrums of information in ways that are very mercurial and aren't quite what you first think they are and so it took has taken a lot of experimentation and this is in fact an animation that we created with them to show a bit how some of these streams of information would in the sense seem to ascend and descend in a cycle from the cloud would pool at the underside anti-gravity like at the ceiling here as you see this is again walking under it and in a sense pool information into very vivid kinds of experiences of what's going on on campus the kinds of current events and an environmental dashboard that tells us how the building which is meant to be LEED Platinum how its performing to conserve energy and all of these sort of information that here at the crossroads we thought would be very informative educational but hopefully inspiring and the challenge was what would happen then if you in a sense went behind the curtain we saw The Wizard of Oz early and see well how in fact is some of this happening we're all technologically inclined at this institute of technology and how does things work and in that regard and I think I'll actually skip this to save time we did start to experiment this is in second storeys own labs with prototyping the kinds of glass configurations the technologies the what you're seeing is actually through reflection and refractions of information that will be concealed from the viewer they have to be flipped and reversed because of reflection and the main thing I also wanted to talk about them of course is then what is the interactivity with that device that we're trying to invent that we hope will incite curiosity to go and see what's going on but can you step inside of and step inside of a story that second stories as you see from their namesake actually kind of driving mission is to step inside of stories and engage them interactively and so we do hope that when in fact you are curious enough to see something mysterious ephemeral mercurial on the outside to come in and see how it's working things are reversed things are flipping in terms of their orientation and as far as content we of course thought the most important guides to content are the users the students and some faculty and we have been the beneficiary as designers of a great user group here not only the faculty and library faculty but they've engaged advisory boards and students for many years that's three years we're going on five years of student advisory boards that have been telling us how would they interact with the library would they be browsing for books now that we've gone way past the card catalogs and new immersive interactive ways and they've been incredibly you know informative and and really good critics for what we put out there that we think oh this is how you'll use it know the students and the changes here to you know how they'll use it so it's going to be a very flexible system but what we heard was could in fact at this icon the new tech tower almost of the campus still have a personal individual interactive mode and in fact can they in fact leave their mark at least temporarily on the bridge this would be for interaction engaging scholarship and frankly for some fun too and so in fact we're looking at using not the devices that of course are now ubiquitous to engage through apps and other connections to the information streams and things ways for students and faculty at certain times of day to be able to interact with it this is a preliminary conceptual idea for a kind of artistic interaction it's called where in fact students can through the engagement of their device used through chroma key replacement that was what you actually if you notice quickly the thing we did for CNN Center was using the idea of augmented reality where chroma key replacement and markers can let students interact with parts of it through certain kinds of apps and in fact relax on a playful way but seriously look at what how media can become a new palette for their kinds of experimentations and explorations and the second one I want to bring it again knowing that we're almost out of time is the culture creator this will be implemented first it's going to remind people of the Clough buildings tiered seating that students love to socialize on and study on and what's going to be activated through streams again and content of media that will engage them in a forum like setting for political views social kinds of interactions that get expressed in various ways and these are some of the experimentations polling as you might imagine is very popular the students said of just seeing what other people on campus think about things and how could that be displayed and engaging ways and invite responses that will actually have sensors in the ceiling that can heat map until we're bodies are and move the content around between bodies at bodies and things like that and I'll just finish by saying this is an active kind of example that's showing how that's going to possibly work really media for architects now still images and renderings just won't work in these situations to communicate in fact the kind of kinetic time factor of how things move over time this is going to be other you saw from the outside the beacon of the new library before the bridge gets built that'll be another year and a half off but this is going to open up we hope within the next few months and so you see kind of how the can reactivate a very similar good experience that Clough pioneered and have students interact again through their devices so just that's actually turns out to be coincidentally an image that I think Noah you kind of left with to the sense of it so I think all of us are really to take questions now right after we haven't so when I think about what was the role of library I think of a place where I can actually go and sleep and fall can track and study and not really socialize or get distracted or overwhelm with with information so how do you see this future Georgia Tech library accommodates that need and also focus on how we can actually isolate and give a space and non-distracting condition for students there's a very very good question and actually what we heard from peers like yourself from students is that actually for as immersed in media as they are all the time the library could be the one kind of refuge from all of that bombardment and we're very aware of that that's why in fact when what you were seeing the role of media is going to be as I said kind of mercurial and not overwhelmingly just kind of an assault but even that is going to be limited in certain areas and the library from the day one I'll brief to say that the section of the library from the lowest floors to the top floors was the driving force on the programming of what spaces would be where is that the socially interactive spaces for collaboration which is the other purpose of the library to be a kind of neutral space outside of the individual school silos for people to come together and collaborate will be on the lower floors but as you ascend through the library less and less of this and media and more and more quiet and refuge in places to cocoon and nicely to get because they said the one of their most important values the library is a place to you know be contemplative and get away from it all yeah so interact in future reality glasses or as fun actually that's a very good question safety the biggest concern our biggest fundamental principle for all interaction design in the car so all things wait so it's just a based on the foliage safety conditions and actually that's why we studied like this kind of take over request how faster people can receive like a difference if t so for the virtuality and occupational reality in the sunroof that's just a some explorative perry jack is very very far so if we you put it up in the skill we made it's in the level five you know far futures corner so it's not something will happen in next 3-5 years I came out a bit late but if you guys could individually go through and you guys there's a limit you know Steve Jobs said no or I think we're pending reports and it had ax people what they wanted to do it for me a pastor how do you guys decide when not to start this name to input from customers or what have you how do you internally modulate that level of of success because for example how the visit agree that a series of reports on surveys and how many marketing plates are packed and acts very specific questions and each time the products failed so how do you guys internally deal with and to dissolve be included at your own of creativity to get shore for your time because I can I can try that one um so I think there's a difference between asking people what they want and then giving them exactly what they asked for so predict predict in the Henry Ford example that like you know we ask people what they want they want a faster horse because they only know horses and they've never seen cars etc but part of that is interpreting also the data that you're receiving so it's not just you're taking in data and then spitting it back out so if I ask the room you know what color do you want your iPhone and all of you give me 30 colors and I say ok we're gonna make those 30 colors that's probably not the best idea from a manufacturing standpoint a cost standpoint but to take the Henry Ford example if you ask people you know what do they want they want a faster way of moving around not necessarily that that is a horse or that is a car or train but trying to interpret interpret your data and also making sure that you're asking good questions it's really easy to ask bias questions or questions that just give you the data that you want to hear particularly in user testing particularly with devices it's very easy to bias users particularly but what prompts you give them at the beginning if you say hey this is a touchscreen people are going to interact with it as a touchscreen versus just saying interact with this device and do they touch the screen or do they bat the sides of it do they turn knobs etc so I think part of that is designing good studies making sure that you know the questions you're asking or good that you're trying to avoid bias in your question but I think you should always be talking to your users I think a lot of the reason why projects products fail is that people don't talk to their users that they're so confident in their idea for a home juicer that squeezes packets of juice you know for you instead of just you know using a regular juicer that you know they think this is the best idea and they just do it I think a little different a nation for that it's a good question and it's really relevant I in in that context as these issues have begun to arise in the design field we've developed a lot of different methodologies for trying to understand how to develop products so there are new techniques designed ethnography is one where you spend time watching and observing people we've learned long ago that what people say they want isn't necessarily what they want and observation is an important characteristic of that so as so we've built a whole structure of user investigation and methodologies for understanding those into the design curriculum and you've probably heard the term Design Thinking but because it's become very popular in a number of other areas and they're trying to adopt it and it's sort of it's it's a way of adopting these techniques were actually understanding what people are doing what they need and what they want and what's useful and meaningful and as a result designs becoming a lot more popular and our students are finding opportunities to work in fields very diverse from what would have been considered traditional design fields because design has become an effective problem-solving technique if anyone's interested in sort of learning more our lab down the hall on the interactive product sign lab is room 265 we'd be happy to sort of show you through and and talk about things if at any time that's maybe convenient for you that we don't have to have a class going on in the space we also have general lab meetings on Thursdays at 6:00 and say you're all of them so yes I mean big part of this is the opportunities for collaborative research so if you have work that overlaps with this that you think might benefit from our engagement we'd be happy to work with you on all front