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	<title>Playpen &#187; Interactivity</title>
	<atom:link href="http://www.polaine.com/tag/interactivity/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.polaine.com</link>
	<description>Uncommon Sense</description>
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		<title>Understanding Interactivity Through Play</title>
		<link>http://www.polaine.com/2010/12/28/understanding-interactivity-through-play/</link>
		<comments>http://www.polaine.com/2010/12/28/understanding-interactivity-through-play/#comments</comments>
		<pubDate>Tue, 28 Dec 2010 13:09:57 +0000</pubDate>
		<dc:creator>Andy Polaine</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Interactivity]]></category>
		<category><![CDATA[phd]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Research]]></category>

		<guid isPermaLink="false">http://www.polaine.com/?p=1487</guid>
		<description><![CDATA[Some months ago I officially became Dr. Polaine (Andy Polaine, PhD. for you Americans) and have been planning to write a series of posts about the main themes of my thesis, Developing A Language Of Interactivity Through The Theory Of Play, for some time. So to coincide with a post over at Core77 about the [...]]]></description>
			<content:encoded><![CDATA[<p></p><p><img class="frame center" src="http://www.polaine.com/playpen/wp-content/uploads/2010/12/timesmear1.jpg" alt="timesmear1.jpg" border="0" width="578" height="346" /></p>

<p>Some months ago I officially became Dr. Polaine (Andy Polaine, PhD. for you Americans) and have been planning to write a series of posts about the main themes of my thesis, <em><a href="http://www.polaine.com/playpen/publications/apolaine_PhD_thesis_final_230410_reduced.pdf">Developing A Language Of Interactivity Through The Theory Of Play</a></em>, for some time.</p>

<p>So to coincide with a post over at <a href="http://www.core77.com/blog/education/thinking_of_doing_a_design_phd_trust_me_im_a_doctor_18204.asp">Core77</a> about the journey of doing a design PhD, this is the first installment to introduce the main themes and to provide a link to <a href="http://www.polaine.com/playpen/publications/apolaine_PhD_thesis_final_230410_reduced.pdf">download the entire thesis</a> (5.9MB).</p>

<p>The background to doing the PhD was largely everything I had learned since the early <a href="http://www.antirom.com">Antirom</a> days when we were trying to discover and uncover the essence of interactive media and really trying to understand what makes it different from other media. At the same time I was getting more and more interested in storytelling and was fascinated by fact that great stories, regardless of their content and style, tended to adhere to clearly defined structures that had been honed over thousands of years. </p>

<p>These converging interests gave rise to some apparently simple questions: What makes one interactive experience more engaging than another? What makes an interactive experience engaging? Why are some simple interactions so satisfying and others so dull? Why do technological marvels sometimes fail to satisfy whilst a cardboard box can provide hours of entertainment?</p>

<p>They sound trivial, but turned out to be very difficult to answer in a rigorous way. The easy answer is, like love and pornography, &#8220;I know it when I see it,&#8221; but that doesn&#8217;t really help anyone develop a strategy to analyse or create new interactive works. New Media (to use an uncomfortable term) has had its fair share of academic attention, but most of it I have found pretty tedious and often distanced from my own experience of creating and using interactive media. So at the one end we have the media and cultural theorists and at the other we have the HCI folk. In the middle somewhere are the media art aficionados.</p>

<p>At Antirom we were playing with the affordances of the tools, playing with our understanding of narrative structure, playing games and, most importantly, playing at making interactive ‘things’. We were not terribly sure what one should call these ‘things’ that we were making. Sometimes it was tempting to refer to the medium itself, such as CD-ROMs, but this only described the storage format, not the interactive experiences. Partly because many of these interactive experiments were incomplete and partly because we felt they were experiments in play in both their creation and usage, we settled on calling them ‘toys’ for the most part. Sometimes we would take the code guts of one ‘toy’ and re-use or re-combine it with another and these guts we would call an ‘engine’.</p>

<p>Thus, within the same breath, we would use both non-industrial and industrial terminology for the same ‘thing’. It soon became clear to us that the “interactives” (as we now describe them) we were making a marked departure from the media forms that had gone before and that a language to describe them, think about them and create them also had to be invented. The media theory we had imbibed as students, that helped us deconstruct the complex layers of semiotics in traditional media, was rendered weak and impotent.</p>

<p>I couldn&#8217;t use HCI or common user-experience frameworks to examine an interactive artwork and at the same time I couldn&#8217;t view a commercial website or application design with a media arts lens. Yet I felt I could understand an interactive artwork with the same sensibility as a might analyse a piece of iPhone UI design, but there wasn&#8217;t a framework for me to articulate that understanding.</p>

<p>This is what became the subject of my PhD, which explores a still-developing discipline and thus borrows from a wide range of existing, established and not-so-established disciplines. Art and media historians and theorists may feel it does not draw upon enough cultural theory, nor does it draw on the often opaque language of those disciplines. HCI proponents will want more empirical and technical data. Behavioural psychologists may also have wished for more direct experimental data and linguists a deeper examination of the semiotics, semantics and syntax of interactivity.</p>

<p>The key to the whole exploration is play. Understanding how play and playfulness work, what constitutes play (still undefinable) and how much everyone like to engage in play when given the chance, is central to the thesis. But along the way it was necessary to draw upon a wide range of disciplines – from design, art, cognitive science, linguistics and more. </p>

<p>I argue that play is such a fundamental building block of culture, society, technology and cognition that it is the ideal lens through which to examine the interactive experience. It is versatile enough to cross boundaries and fundamental enough to be understood intuitively. Through an understanding of the intersection between movement, embodied cognition, metaphor and play, a set of principles of interactivity are developed that are flexible enough to analyse and be applied to a broad spectrum of interactive experiences, from interactive artworks to services to individual user interface elements.</p>

<p>The four main principles are a deconstruction of the interactive experience, which might last a second or several days. You can squash or stretch the timescale, but I have found the principles to hold true regardless of the context. I&#8217;ll post more detail on each one in coming weeks, but here they are for now:</p>

<ol>
<li>The Invitation to Play</li>
<li>The Playing Field &#038; the Rules</li>
<li>Challenge, Boredom and Anxiety</li>
<li>Triviality, Open-endedness, Promises</li>
</ol>

<p>Writing a thesis like this is like painting a large bridge – once you get to the end, you have to start all over again. Naturally, in the six years it took me to write the thesis (part-time!), technology and culture moved on rapidly. The iPod was in its second generation when I started and the iPad was just about to be released when I finished. The latter was important because it confirmed my thoughts on &#8220;the disappearing interface&#8221; and the need for a deep understanding of metaphor when examining interactivity.</p>

<p>Social networks also exploded onto the scene as I was writing my PhD. The final section of the thesis is somewhat of a postscript and proposes that these principles provide a way to examine the phenomenal growth of social networks and the fundamental cultural shifts we are experiencing today as a result of the friction generated between emerging networked technologies and the industrial age structures they are dismantling.</p>

<p>In future posts I&#8217;ll go into more detail on the various sections, but in the meantime I&#8217;d welcome your feedback via the comments or <a href="http://www.twitter.com/apolaine">Twitter</a>.</p>
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		<title>Teaching, Learning and Mazes</title>
		<link>http://www.polaine.com/2010/05/25/teaching-learning-and-mazes/</link>
		<comments>http://www.polaine.com/2010/05/25/teaching-learning-and-mazes/#comments</comments>
		<pubDate>Tue, 25 May 2010 21:46:35 +0000</pubDate>
		<dc:creator>Andy Polaine</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[coten]]></category>
		<category><![CDATA[Interactivity]]></category>
		<category><![CDATA[learning]]></category>
		<category><![CDATA[mazes]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[teaching]]></category>

		<guid isPermaLink="false">http://www.polaine.com/?p=1418</guid>
		<description><![CDATA[The COTEN project is gaining momentum and there are some excellent discussions going on. A lot of the conversation is about different teaching and institutional structures and the styles of learning they encourage or discourage. I just wrote a response to a post, which delves a little bit into my PhD subject, which is about [...]]]></description>
			<content:encoded><![CDATA[<p></p><p>The <a href="http://www.creativewaves-coten.com/">COTEN project</a> is gaining momentum and there are some <a href="http://project.creativewaves-coten.com/modules/forum/">excellent discussions going on</a>. A lot of the conversation is about different teaching and institutional structures and the styles of learning they encourage or discourage.</p>

<p>I just wrote a response to a post, which delves a little bit into my PhD subject, which is about understanding interactivity through play. As I came to the end of my PhD I realised that the principles of interactivity that I developed (more on this soon) held true for a number of other areas, including teaching and service design. I <a href="http://project.creativewaves-coten.com/modules/forum/topic.php?id_forums_topics=25#post_259">posted a response on the COTEN forums</a>, but I&#8217;d like to air it here as a blog post in its own right:</p>

<h3>Teaching, Learning and Mazes</h3>

<p>Over my years of teaching I&#8217;ve tried all sorts of approaches, from leaving things very open to having things very structured. I have found it to be totally context dependent. Some students love to be left to their own devices while others crave structure. The challenge is to cater for both. It also depends on individual courses and the backgrounds of those taking them.</p>

<p>I also realised that the more I hands-on helped, the more help<em>less</em> my students became because I was doing all the learning on their behalf. When I first started teaching, it took me a semester before I realised that helping them less actually helped them more because they worked things out for themselves and learned by doing.</p>

<p>Finding the right balance is the main skill of teaching I think and you really have to go with your intuition combined with direct student feedback and ignore most of the other pedagogical literature. I&#8217;m sure colleagues will shoot me down for saying that, but I found this when I did study the literature and work on this on a short post-grad course in teaching at higher education level – in the attempt to create the perfect course, it just got over structured and sapped the life and energy out of it for both me and the students.</p>

<p>Writing my PhD on interactivity and play, I developed a set of principles for understanding interactivity through the lens of play that I think applies here. Bear with me, because it&#8217;s going to sound like I&#8217;m going way off topic, but we&#8217;ll come back to the point:</p>

<p>The central principles, among others, are about finding the &#8220;magic circle&#8221; &#8211; the space of play that defines being in play and out of play (such as the lines on a football pitch, the sides of a cardboard box, etc.) and the rules of play. These rules allow for different behaviour during play (e.g. you can tackle someone holding a ball to the ground) than during &#8220;normal&#8221; life. One of the things that I argue is that knowing these two things is essential to any interaction – from interpersonal through interface to society. On the interactive interface front, users need to understand what game they&#8217;re playing and the interface needs to be set up in the right way. In this way you can explore, analyse and design for both tightly controlled UI environments such as an iPhone app or a part of an operating system, but the principles also allow for the same analysis of an interactive art installation. The key is understanding the context. In the latter example, it might be desired that the interactor is deliberately tricked or gets lost or that the interface is ambiguous unlike the clarity of an iPhone app. On the other hand that iPhone app might have playful elements that encourage you to explore the boundaries of the play space (the magic circle) and help you to learn the interface without ever really feeling like you&#8217;re learning at all, such as the iPhone&#8217;s <a href="http://www.cooper.com/journal/2009/01/one_free_interaction.html">&#8220;one free interaction&#8221;</a>.</p>

<p>In the art installation example, the critical aspect of getting the interaction right is that interactors understand that they are <em>meant to be lost</em>. That is, they understand that they&#8217;re supposed to not understand the interface straight away and that discovering how it all works is part of the experience. Experienced videogamers will understand this idea straight away, because in most videogames the point is not to read the rules and then play the game, the point is that finding out what the rules are is part of the gameplay experience.</p>

<p>It struck me a while ago as I was deconstructing all of this how much it parallels the learning experience. Learning, by definition, involves a journey into unknown territory, otherwise you would not need to learn it (because it&#8217;s not unknown). This is often and usually inherently uncomfortable – nobody likes to feel stupid or confused. It&#8217;s rather like being in a maze &#8211; at least it is if the teaching and learning experience is going well, because when you are in a maze you know that you are meant to be confused and that somewhere there is a way out and/or if you yell out, somebody will come and help you. This kind of learning experience is usually very positive and why we hear so much terminology of good teachers being &#8216;guides&#8217;. But simply giving someone a map would be &#8220;cheating&#8221; in play and game terminology and we all know that this takes the fun out of playing.</p>

<p>Another kind of learning experience that is extremely negative is feeling lost, but not knowing you are in a maze that you are supposed to work your way out of. When that&#8217;s the case, you just feel lost and confused and it&#8217;s all pretty scary because wherever you turn it seems like a dead end. In this example, a map of the maze is equivalent to the tools and methods and technology or techniques that lost students often cling to at the expense of the learning experience they might have if they could work out their own way out of the maze. It&#8217;s a completely understandable emotional state, but it doesn&#8217;t lead to much lifelong or long-lasting learning.</p>

<p>In both cases you are in a maze, so the context is the same, but the overarching difference is the conceptual space you are in mentally. Setting up this space – the magic circle and the rules of play – seem to me to be the skill that not only the teacher needs to bring to the learning experience, but also that the institutions structures need to encourage.</p>

<p>Most of the time it seems that a lot of effort is spent on making maps to the maze and not on trying to develop the mental space. I think this is because the former is concrete and feels manageable and measurable, while the latter is highly personal and not directly measurable (but the results do show). It&#8217;s rather like the difference between Apple&#8217;s approach to usability and <a href="http://www.useit.com/alertbox/ipad.html">Jakob Nielsen&#8217;s obsessively warped understanding of it</a> (in which he exclaims that, &#8220;users don&#8217;t know where they can click&#8221; when referring to a multi<em>touch</em> device).</p>
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		<title>Flap to Freedom</title>
		<link>http://www.polaine.com/2008/08/16/flap-to-freedom-video/</link>
		<comments>http://www.polaine.com/2008/08/16/flap-to-freedom-video/#comments</comments>
		<pubDate>Sat, 16 Aug 2008 06:22:26 +0000</pubDate>
		<dc:creator>Andy Polaine</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[arduino]]></category>
		<category><![CDATA[chicken]]></category>
		<category><![CDATA[chris-oshea]]></category>
		<category><![CDATA[icondesign]]></category>
		<category><![CDATA[Interactivity]]></category>
		<category><![CDATA[openframeworks]]></category>
		<category><![CDATA[Play]]></category>

		<guid isPermaLink="false">http://www.polaine.com/playpen/?p=841</guid>
		<description><![CDATA[Flap to Freedom from Chris O&#039;Shea on Vimeo. Battery hens flap to help battery hens in the Flap to Freedom installation that Chris O&#8217;Shea and Icodesign created for the V&#38;A Village Fete to support freedom for farmed chickens. Contestants flap their arms and their chicken moves in sync. Quickest flapper wins the highest place on [...]]]></description>
			<content:encoded><![CDATA[<p></p><div style="text-align: center;"><object width="400" height="225">  <param name="allowfullscreen" value="true" />   <param name="allowscriptaccess" value="always" />   <param name="movie" value="http://www.vimeo.com/moogaloop.swf?clip_id=1534365&amp;server=www.vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" />   <embed src="http://www.vimeo.com/moogaloop.swf?clip_id=1534365&amp;server=www.vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="400" height="225"></embed></object><br /><a href="http://www.vimeo.com/1534365?pg=embed&amp;sec=1534365">Flap to Freedom</a> from <a href="http://www.vimeo.com/chrisoshea?pg=embed&amp;sec=1534365">Chris O&#039;Shea</a> on <a href="http://vimeo.com?pg=embed&amp;sec=1534365">Vimeo</a>.</div>

<p>Battery hens flap to help battery hens in the <a href="http://www.icodesign.co.uk/chicken/">Flap to Freedom</a> installation that <a href="http://www.chrisoshea.org/">Chris O&#8217;Shea</a> and <a href="http://www.icodesign.co.uk">Icodesign</a> created for the <a href="http://www.vam.ac.uk/activ_events/events/friday_evenings/friday_late/events/friday_late_july_08/index.html">V&amp;A Village Fete</a> to support <a href="http://www.supportchickennow.co.uk/freedomfood/index.html">freedom for farmed chickens</a>.</p>

<p>Contestants flap their arms and their chicken moves in sync. Quickest flapper wins the highest place on the pecking order. More over at the <a href="http://www.icodesign.co.uk/chicken/">Icodesign site</a>.</p>

<div style="text-align:center;"><a href="http://www.flickr.com/photos/icodesign/2694947700/in/set-72157606327417662/"><img src="http://www.polaine.com/playpen/wp-content/uploads/2008/07/flaptofreedom-process.jpg" alt="flaptofreedom_process.jpg" border="0" width="420" height="315" /></a></div>

<p>There are also Flickr sets showing <a href="http://www.flickr.com/photos/icodesign/sets/72157606327417662/">the build process</a> and <a href="http://www.flickr.com/photos/icodesign/sets/72157606327417662/">the chickens in action</a>.</p>

<p><a href="http://www.chrisoshea.org/">Chris</a> has also posted <a href="http://www.chrisoshea.org/projects/flap-to-freedom/">more details about the Flap to Freedom</a> project as well as a bit of technical how-it-was-done.</p>

<p>For someone like me who is always interested in getting people to act playfully (dare I say stupidly) via interactivity, this is pretty hard to beat. They&#8217;re so into the activity, they take the technical &#8216;magic&#8217; for granted, which is how it should be. I especially like the way the music eggs them on (sorry).</p>

<p>Bet you that music sticks in your head for the rest of the day too.</p>

<p><em>(NOTE/UPDATE: I thought I&#8217;d posted this whole thing before, but it was on draft for some reason, so I&#8217;ve combined the two posts).</em></p>
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		<title>Interactive Dangerous Australians</title>
		<link>http://www.polaine.com/2008/07/23/interactive-dangerous-australians/</link>
		<comments>http://www.polaine.com/2008/07/23/interactive-dangerous-australians/#comments</comments>
		<pubDate>Wed, 23 Jul 2008 08:41:31 +0000</pubDate>
		<dc:creator>Andy Polaine</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[australian]]></category>
		<category><![CDATA[Interactive]]></category>
		<category><![CDATA[Interactivity]]></category>
		<category><![CDATA[lightwell]]></category>
		<category><![CDATA[museum]]></category>
		<category><![CDATA[Objective C++]]></category>
		<category><![CDATA[Ogre3D]]></category>
		<category><![CDATA[OpenCV]]></category>
		<category><![CDATA[openframeworks]]></category>
		<category><![CDATA[oxidise]]></category>
		<category><![CDATA[table]]></category>
		<category><![CDATA[towey]]></category>
		<category><![CDATA[tracking]]></category>

		<guid isPermaLink="false">http://www.polaine.com/playpen/?p=822</guid>
		<description><![CDATA[Dangerous Australians from Lightwell on Vimeo. Let&#8217;s face it, all Australians are dangerous on the sports field, but the the Australian Museum has a new interactive installation called Dangerous Australians that allows you to interact (safely) with Australia&#8217;s deadliest top ten creatures. The saltwater crocodile, funnel web spider, box jelly fish, brown snake are among [...]]]></description>
			<content:encoded><![CDATA[<p></p><div style="text-align: center;"><object width="400" height="225">  <param name="allowfullscreen" value="true" />   <param name="allowscriptaccess" value="always" />   <param name="movie" value="http://www.vimeo.com/moogaloop.swf?clip_id=1376291&amp;server=www.vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" />   <embed src="http://www.vimeo.com/moogaloop.swf?clip_id=1376291&amp;server=www.vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" type="application/x-shockwave-flash" allowfullscreen="true" allowscriptaccess="always" width="400" height="225"></embed></object><br /><a href="http://www.vimeo.com/1376291?pg=embed&#038;sec=1376291">Dangerous Australians</a> from <a href="http://www.vimeo.com/lightwell?pg=embed&#038;sec=1376291">Lightwell</a> on <a href="http://vimeo.com?pg=embed&#038;sec=1376291">Vimeo</a>.</div>

<p>Let&#8217;s face it, <em>all</em> Australians are dangerous on the sports field, but the the Australian Museum has a new interactive installation called <em>Dangerous Australians</em> that allows you to interact (safely) with Australia&#8217;s deadliest top ten creatures. The saltwater crocodile, funnel web spider, box jelly fish, brown snake are among them. Via the six-metre long interactive table you can explore what happens if you encounter them and what should you do to survive. </p>

<p>The installation was created by <a href="http://www.lightwell.com.au/project.php?id=57&#038;c=105">Lightwell</a> under the technical direction of ex-<a href="http://cofa.unsw.edu.au">COFA</a> and ex-<a href="http://www.fabrica.it">Fabrican</a> <a href="http://www.oxidise.com.au/dave/">Dave Towey</a>. The whole thing is running under OS X and coded in Cocoa/Objective-C++ with a bunch of open source libraries including <a href="http://www.ogre3d.org/">Ogre3D</a>, <a href="http://www.openframeworks.cc/">OpenFrameworks</a> and <a href="http://sourceforge.net/projects/opencv/">OpenCV</a> (computer vision for the tracking). </p>

<p>Thanks to the Objective C++ it looks like it runs extremely fluidly and fast. For me, it&#8217;s interesting to see how the interactors act and react. The children use really quick jabs at the &#8216;buttons&#8217;, as if they&#8217;re trying to test the interface and its affordances. But the bit I love most of all is how the person with their hand in the &#8216;water&#8217; snaps it away in reflex to the Great White Shark that suddenly appears (around 0:50 in the video).</p>

<p>More images and details on <a href="http://www.lightwell.com.au/project.php?id=57&#038;c=105">Lightwell&#8217;s page</a> &#8211; and take a look at their other work whilst your at it.</p>
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		</item>
		<item>
		<title>Multitouch with a cardboard box</title>
		<link>http://www.polaine.com/2008/05/23/multitouch-with-a-cardboard-box/</link>
		<comments>http://www.polaine.com/2008/05/23/multitouch-with-a-cardboard-box/#comments</comments>
		<pubDate>Fri, 23 May 2008 10:17:18 +0000</pubDate>
		<dc:creator>Andy Polaine</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[DIY]]></category>
		<category><![CDATA[Interactivity]]></category>
		<category><![CDATA[multitouch]]></category>

		<guid isPermaLink="false">http://www.polaine.com/playpen/?p=766</guid>
		<description><![CDATA[Whilst we&#8217;re on the multitouch subject (is it multi-touch or multitouch yet?), here&#8217;s a short vid from Seth Sandler showing you how to make your very own multi-touch test set-up with a cardboard box and a webcam. Or you can use Mario Klingemann&#8217;s technique of a pair of white gloves dyed black, with just the [...]]]></description>
			<content:encoded><![CDATA[<p></p><div style="text-align: center;"><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/pQpr3W-YmcQ&#038;rel=0"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/pQpr3W-YmcQ&#038;rel=0" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object></div>

<p>Whilst we&#8217;re on the multitouch subject (is it multi-touch or multitouch yet?), here&#8217;s a short vid from <a href="http://ssandler.wordpress.com/mtmini/">Seth Sandler</a> showing you how to make your very own multi-touch test set-up with a cardboard box and a webcam.</p>

<p>Or you can use <a href="http://www.quasimondo.com">Mario Klingemann&#8217;s</a> technique of <a href="http://www.flickr.com/photos/quasimondo/1967942052/in/photostream/">a pair of white gloves dyed black</a>, with just the fingertips left white.</p>
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		<title>3M Interface &#8211; Reverse Multitouch</title>
		<link>http://www.polaine.com/2008/05/22/3m-interface-reverse-multitouch/</link>
		<comments>http://www.polaine.com/2008/05/22/3m-interface-reverse-multitouch/#comments</comments>
		<pubDate>Thu, 22 May 2008 09:58:49 +0000</pubDate>
		<dc:creator>Andy Polaine</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[3M]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[interaction]]></category>
		<category><![CDATA[Interactivity]]></category>
		<category><![CDATA[interface]]></category>
		<category><![CDATA[multitouch]]></category>

		<guid isPermaLink="false">http://www.polaine.com/playpen/?p=765</guid>
		<description><![CDATA[My brother, Matt, just e-mailed a link to this interface on the 3M website. Given the multitouch hype at the moment, it&#8217;s quite a clever little riff on the theme. Basically it&#8217;s as if you are standing to the rear of a multitouch screen. Your mouse controls the finger movements of the person blurred out [...]]]></description>
			<content:encoded><![CDATA[<p></p><div style="text-align:center;"><img src="http://www.polaine.com/playpen/wp-content/uploads/2008/05/3m-interface.jpg" alt="3m_interface.jpg" border="0" width="420" height="236" /></div>

<p>My brother, <a href="http://www.polaine.com/matt/">Matt</a>, just e-mailed a link to <a href="http://solutions.3m.co.uk/wps/portal/3M/en_GB/3M-Technologies/Home/">this interface on the 3M website</a>. Given the multitouch hype at the moment, it&#8217;s quite a clever little riff on the theme.</p>

<p>Basically it&#8217;s as if you are standing   to the rear of a multitouch screen. Your mouse controls the finger movements of the person blurred out in the background and a selection does the old two-finger click-and-drag-larger movement that seems to have become a multitouch standard.</p>
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		<title>Core77 Broadcast interview with Troika</title>
		<link>http://www.polaine.com/2008/05/06/core77-broadcast-interview-with-troika/</link>
		<comments>http://www.polaine.com/2008/05/06/core77-broadcast-interview-with-troika/#comments</comments>
		<pubDate>Tue, 06 May 2008 07:21:17 +0000</pubDate>
		<dc:creator>Andy Polaine</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Culture]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Interactivity]]></category>
		<category><![CDATA[interviews]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Podcast]]></category>

		<guid isPermaLink="false">http://www.polaine.com/playpen/?p=753</guid>
		<description><![CDATA[A few weeks ago I had the pleasure of interviewing Sebastien and Eva from Troika, the studio behind the Cloud and All The Time In The World installations at new Terminal 5 at Heathrow. So, if you were one of the hundreds stuck at Terminal 5 when it opened, at least you had something decent [...]]]></description>
			<content:encoded><![CDATA[<p></p><div style="text-align:center;"><a href="http://www.core77.com/blog/broadcasts/core77_broadcasts_troika_interviewed_by_andy_polaine_9699.asp"><img src="http://www.polaine.com/playpen/wp-content/uploads/2008/05/broadcasts-troika-1.jpg" alt="broadcasts_troika 1.jpg" border="0" width="430" height="322" /></a></div>

<p>A few weeks ago I had the pleasure of interviewing Sebastien and Eva from <a href="http://www.troika.uk.com">Troika</a>, the studio behind the <a href="http://www.troika.uk.com/cloud.htm">Cloud</a> and <a href="http://www.troika.uk.com/alltime.htm">All The Time In The World</a> installations at new <a href="http://www.terminal5.ba.com/en/default.aspx">Terminal 5 at Heathrow</a>. So, if you were <a href="http://news.bbc.co.uk/2/hi/uk_news/7314816.stm">one of the hundreds stuck at Terminal 5</a> when it opened, at least you had something decent to marvel at.</p>

<p>Troika are unusual in their combination of disciplines, I feel. It&#8217;s not so often that graphic and motion graphic design and this kind of interactive installation work come together &#8211; architecture is the more usual bedfellow. </p>

<p>I found it very interesting to hear them talk about the development of their creative palette and language of the objects they create as well as how some of the seemingly tiny technical issues can end up defining a massive part of the work.</p>

<p>You can <a href="http://www.core77.com/blog/broadcasts/core77_broadcasts_troika_interviewed_by_andy_polaine_9699.asp">have a listen to the interview on Core77.</a></p>
]]></content:encoded>
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		<title>Playful Revolutions Presentation</title>
		<link>http://www.polaine.com/2008/04/27/playful-revolutions-presentation/</link>
		<comments>http://www.polaine.com/2008/04/27/playful-revolutions-presentation/#comments</comments>
		<pubDate>Sun, 27 Apr 2008 17:50:27 +0000</pubDate>
		<dc:creator>Andy Polaine</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[FOTB07]]></category>
		<category><![CDATA[Interactivity]]></category>
		<category><![CDATA[Lectures]]></category>
		<category><![CDATA[Play]]></category>
		<category><![CDATA[Podcast]]></category>
		<category><![CDATA[presentation]]></category>

		<guid isPermaLink="false">http://www.polaine.com/playpen/2008/04/27/playful-revolutions-presentation/</guid>
		<description><![CDATA[]]></description>
			<content:encoded><![CDATA[<p></p><div style="text-align:center;"<img src="http://www.polaine.com/playpen/wp-content/uploads/2007/11/fotb-pass.jpg" alt="fotb07 pass" width="165" height="220"></div>

<p>After my Flash on the Beach talk last year <a href="http://www.polaine.com/playpen/2007/11/08/flash-on-the-beach-coda/">I promised to put the recordings online</a> of my talk and the others that I had listened to. I completely didn&#8217;t manage to get around to it, but a friend just asked me if any of my presentations about play were online, so <a href="http://polaine.com/playpen/wp-content/audio/andy_polaine_fotb07.mp3" rel="shadowbox[sbpost-750];player=flv;width=500;height=0;" title="Playful Revolutions Talk MP3" alt="Playful Revolutions Talk MP3">here it is to download as an MP3</a> (30.5MB) or you can  listen to it in the player below:</p>

<!--media#http://polaine.com/playpen/wp-content/audio/andy_polaine_fotb07.mp3-->
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		<title>I Want You To Want Me by Jonathan Harris and Sep Kamvar</title>
		<link>http://www.polaine.com/2008/04/18/i-want-you-to-want-me-by-jonathan-harris-and-sep-kamvar/</link>
		<comments>http://www.polaine.com/2008/04/18/i-want-you-to-want-me-by-jonathan-harris-and-sep-kamvar/#comments</comments>
		<pubDate>Fri, 18 Apr 2008 09:12:53 +0000</pubDate>
		<dc:creator>Andy Polaine</dc:creator>
				<category><![CDATA[Art]]></category>
		<category><![CDATA[Culture]]></category>
		<category><![CDATA[dating]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[installation]]></category>
		<category><![CDATA[Interactivity]]></category>
		<category><![CDATA[jonathan-harris]]></category>
		<category><![CDATA[MoMA]]></category>
		<category><![CDATA[Sep-Kamvar]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://www.polaine.com/playpen/2008/04/18/i-want-you-to-want-me-by-jonathan-harris-and-sep-kamvar/</guid>
		<description><![CDATA[Jonathan Harris and Sep Kamvar, who created one of my all time favourite interactive pieces, We Feel Fine, have a new piece called I Want You To Want Me commissioned for MoMA&#8217;s Design and The Elastic Mind show. I Want You To Want Me explores the world of online dating, scraping data from thousands of [...]]]></description>
			<content:encoded><![CDATA[<p></p><div style="text-align:center;"><a href="http://www.polaine.com/playpen/wp-content/uploads/2008/04/iwantyoutowantme.jpg" alt="iwantyoutowantme.jpg" border="0" width="1024" height="1820" title="I Want You To Want Me" rel="lightbox"/><img src="http://www.polaine.com/playpen/wp-content/uploads/2008/04/iwantyoutowantme-thumb1.jpg" alt="iwantyoutowantme_thumb.jpg" border="0" width="308" height="546" /></div>

<p><a href="http://number27.org/">Jonathan Harris</a> and <a href="http://kamvar.org/">Sep Kamvar</a>, who created one of my all time favourite interactive pieces, <a href="http://www.wefeelfine.org">We Feel Fine</a>, have a new piece called <a href="http://iwantyoutowantme.org">I Want You To Want Me</a> commissioned for <a href="http://www.moma.org/exhibitions/exhibitions.php?id=5632">MoMA&#8217;s Design and The Elastic Mind</a> show.</p>

<div style="text-align:center;"><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/GZUaXDm4qik&#038;hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/GZUaXDm4qik&#038;hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object></div>

<p><em>I Want You To Want Me</em> explores the world of online dating, scraping data from thousands of online profiles all in search of love. As with <em>We Feel Fine</em> the interaction is simple, but allows you to view the data in lots of beautiful, emotional and meaningful ways. The interface is made up of balloons representing each person and each one has one of over 500 specially shot video silhouettes inside it. </p>

<p>The ways of looking at the data are described as <a href="http://iwantyoutowantme.org/movements.html">movements</a> and include things like &#8220;Who I Am&#8221; and &#8220;What I Want&#8221; along with &#8220;Openers&#8221;, &#8220;Closers&#8221; and &#8220;Taglines&#8221;, which are used in the profile descriptions. There&#8217;s also a matchmaker section:</p>

<blockquote>Matchmaker algorithmically pairs people based on their descriptions of who they are and what they&#8217;re looking for. Balloon couples emerge on the horizon and drift to the foreground, before pausing side by
side for a few seconds and then floating off together.</blockquote>

<p>The <a href="http://iwantyoutowantme.org/statement.html">project&#8217;s website explains it all</a> in detail with some great images from it. A real treat is that they also <a href="http://iwantyoutowantme.org/process.html">documented their process</a> with sketches, photos, etc.</p>

<p>[tags]Jonathan Harris, Sep Kamvar, MoMA, installation, dating[/tags]</p>
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		<item>
		<title>Podcast interview with Jason Bruges</title>
		<link>http://www.polaine.com/2008/04/17/podcast-interview-with-jason-bruges/</link>
		<comments>http://www.polaine.com/2008/04/17/podcast-interview-with-jason-bruges/#comments</comments>
		<pubDate>Thu, 17 Apr 2008 15:31:49 +0000</pubDate>
		<dc:creator>Andy Polaine</dc:creator>
				<category><![CDATA[Core77]]></category>
		<category><![CDATA[Culture]]></category>
		<category><![CDATA[Design]]></category>
		<category><![CDATA[Interactivity]]></category>
		<category><![CDATA[interviews]]></category>
		<category><![CDATA[Jason-Bruges]]></category>
		<category><![CDATA[Podcast]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://www.polaine.com/playpen/2008/04/17/podcast-interview-with-jason-bruges/</guid>
		<description><![CDATA[My latest Core77 Broadcast interview with Jason Bruges from Jason Bruges Studio is now online. In a slightly echoing room in Jason&#8217;s studio, accompanied by the usual sirens and car alarms of London&#8217;s Shoreditch, he talks about his roots in architecture, the journey to interactive surfaces, sustainability and his thoughts about giving this emerging area [...]]]></description>
			<content:encoded><![CDATA[<p></p><div style="text-align:center;"><a href="http://www.core77.com/blog/broadcasts/core77_broadcasts_jason_bruges_interviewed_by_andy_polaine_9513.asp"><img src="http://www.polaine.com/playpen/wp-content/uploads/2008/04/broadcasts-bruges-1.jpg" alt="broadcasts_bruges 1.jpg" border="0" width="420" height="314" /></a></div>

<p>My latest Core77 Broadcast <a href="http://www.core77.com/blog/broadcasts/core77_broadcasts_jason_bruges_interviewed_by_andy_polaine_9513.asp">interview with Jason Bruges</a> from <a href="http://www.jasonbruges.com">Jason Bruges Studio</a> is now online.</p>

<p>In a slightly echoing room in Jason&#8217;s studio, accompanied by the usual sirens and car alarms of London&#8217;s Shoreditch,  he talks about his roots in architecture, the journey to interactive surfaces, sustainability and his thoughts about giving this emerging area a proper name.</p>

<p>Hope you enjoy it. </p>

<p>The next one, coming soon, is with <a href="http://www.troika.uk.com">Troika</a>.</p>

<p>[tags]Core77, Jason Bruges[/tags]</p>
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