Conference Agenda

Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).

 
 
Session Overview
Session
Track 2 Session 1
Time:
Thursday, 06/Aug/2020:
10:00am - 11:00am


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Presentations

Designing Blockchain Enabled Customer Experiences

Clive Grinyer

Royal College of Art, UK

Blockchain technology enables safe and tamper proof digital transactions. Known as the basis of crypto currency, blockchain also has the capacity to strengthen personal data security and identity. A variety of organisations, from the established to start-up, are working to exploit blockchain for personal digital identity but there has been little research into user experience or user value or how to craft simple and trustworthy experiences with blockchain. This paper describes an in-depth case study from the author’s practice of a design project to identify user requirements and develops design principles for blockchain enabled future services.



Tracing Design’s Value in Distributed Manufacturing

Viktor Malakuczi, Luca D'Elia

Sapienza University of Rome, Italy

Today, much of the “innovative” design tackles with purely digital products, or physical products extended by digital functionalities or connectivity. Meanwhile, the digital environment of the web deeply impacts the marketing - and increasingly the design process - of purely physical objects which surround our everyday life. The increasing technological maturity of digital fabrication tools has already established the conditions for a wider diffusion of Distributed Manufacturing, an ever more valid alternative to conventional manufacturing in many product categories. Distributed Manufacturing promises a more direct connection between designer and consumer/maker. On the other hand, new challenges emerge around the management and monetisation of the work done for an unforeseeable mass of consumers rather than a single business client. Observing recent trends in other creative industries, this paper outlines three possible scenarios for a stimulating compensation of designers: free, pay-per-download, and subscribe-based distribution of creative works. Beyond simple economic concepts, each of these scenarios operate on a different metaphor, require a different kind of digital infrastructure, and offer a different kind of incentive to attract designers and their efforts. The contribution hopes to help identifying possible strategies that might lead to sustainable business models of design for Distributed Manufacturing.



Creative Social VR Practices in Connected Environments : The 5G Lift for Retails in Digital Urban Context

Heejung Kwon1, Andrew Hudson-Smith2

1Information & Interaction Design, Techno Art Division, Yonsei University, Korea; 2The Bartlett Centre for Advanced Spatial Analysis, UCL, UK

Human living environments are rapidly changing for the digital evolution that now embarks into its 5G era. The change has not just emerged by technologies, but also synthesised by human interaction, experience, and social perception about values. The city as machine perspective has been debating the systematic nature of urban transformation that is utterly manifested by longitudinal multi-agent interactivity, and hidden ecological factors within places, and people sharing commons. The co-evolution of urban systems might introduce unfamiliar actors of city building practices; the virtual agents and aggregation processes those are not merely replicating real worlds but setting up new cognitive architectures of imaginary habitats. The upcoming 5G network environment is supposed to deliver various opportunities, and innovations to cities that gradually evolve their forms and functions facing the hyper-connected society.

Especially AR/VR/MR technologies are going through massive experimental implications for contemporary cities. In sum, the XR technology related experience consumption industries are nurtured as its new frontiers for the digital generation are projecting myriad possibilities of factual, and imaginary spaces, and intertwining of both.

Social VR platforms such as Facebook Horizon, Mozilla Hubs, Rec Room, VRChat, NeosVR, AltspaceVR, High Fidelity, and Sansar are experimenting human-to-human, human-to-virtual being(AI), human-to-digital space communications which are apparently widening the horizon of human habitats, intelligences and emotions. In our research, we investigated the interactions of human cognition, digital counterparts, and ecological influences of digitally mediated communications in Social VR marketplaces. By conducting the multiple case study, we gathered data from observations, interviews, and design games captured in comparative Social VR environments. Key improvements of Social VR platforms in recent few years have been focusing on natural direct 3D model manipulations, avatar customisation, avatar rigging/gestures/motions, multimodal communications, 3D model-toavatar

interaction, and realistic 3D buildings. The maturity and integrity of these Social VR technical components have been assumed as a prerequisite of Social VR marketplace foundation. Since the HMD supported VR market technology breaking in 2016, the enterprise players have cultivated usable (not yet useful) VR HCI systems for masses. Therefore, now social VR users easily practice their creative works in Social VR environments, and engage more virtual productions, and consumptions in their virtual social context. Our research focuses on the aspect of user empowerment impact by intelligent machine technology to upcoming retail industries in digital urban context.



Creating a Spatial Computing Environment for Design Research and Strategy

Ralf Schneider, Dianna Miller

Syracuse University, USA

This paper speculates on the design and development of an augmented reality-enabled collaborative design environment that would streamline design strategy—from discovery research through definition of principles and frameworks—by combining an augmented reality environment, as offered by Microsoft’s HoloLens, with assistive artificial intelligence. Features that improve the design and decision-making experience would include collaborative tools, real time modelling, and a permissions hierarchy for roles within the environment. We first outline some common practical challenges that are encountered by design researchers who conduct analysis and synthesis of findings, and cross-disciplinary strategic teams who must develop and align around a strategic plan for solutions. Then, we propose a model, through two scenarios for an augment reality-enabled collaborative design environment.

Tools and platforms that enable and enhance remote, AI-assisted collaborative design activities are already emerging and will continue to integrate mixed reality (MR) with machine learning. Our model specifically imagines an augmented reality solution, which is one of several mixed reality technologies. Relying on commissioned research conducted in 2019 by the New York State Science & Technology Law Center (NYS STLC) at Syracuse University, we also review the intellectual property landscape relevant to our proposed vision.

Our aim is to alert the design management community to the value and caveats in spatial computing environments when used to manage remote and co-located collaboration during complex, strategic design/innovation projects. As we begin to design interactions and interfaces within augmented reality-enabled collaborative design environments, our advocacy must necessarily expand beyond usability to include inclusivity, transparency, and attention to unconscious bias. We invite the design community to actively participate in early development of these platforms to ensure they support our best principles and practices.



 
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