IAC 2019 Organic Architecture Immersive Design Jordan Higgins
2020-03-01 244浏览
- 1.JORDAN HIGGINS @JHIGGINS ORGANIC ARCHITECTURE FOR IMMERSIVE AR/VR/MIXED REALITY
- 2.http://bytecubedlabs.co/
- 3.ORGANICARCHITECTURE:Wright’s philosophy that seeks harmony between the natural world and the structures we inhabit.
- 4.Every element is carefully designed as if one unified organism.
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- 8.TRIVIA F A L L I N G W AT E R H A D A C A M E O I N D I E H A R D
- 9.S PAT I A L C O M P U T I N G B L E N D S P H Y S I C A L A N D D I G I TA L W O R L D S T O G E T H E R VIRTUAL REALITY MIXED REALITY AUGMENTED REALITY Full immersion in a digital world. Digital content & physical world blended together Digital content (2D or 3D) overlaid with physical world on 2D screen
- 10.How can we achieve balance and harmony as we blend the physical and digital worlds?
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- 12.SKETCHING LIKE AN ARCHITECT
- 13.COMPRESSION
- 14.RELEASE COMPRESSION
- 15.COMPRESSION
- 16.RELEASE
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- 18.COMPRESSION & RELEASE
- 19.7 SENSES OF ARCHITECTURE
- 20.7 SENSES OF ARCHITECTURESIGHT:what we seeSOUND:what we hearTOUCH:what we feelSMELL:our perception of scentTASTE:activated by sight/vision; linked to other sensesVESTIBULAR:our sense of balancePROPRIOCEPTIVE:bodily awareness; joints, muscles, strength of effort
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- 22.Immersive platforms enable us to create more memorable and impactful experiences by engaging more of our senses.
- 23.Virtual SpeechVR:https://virtualspeech.com/
- 24.Immersive training can drastically increase retention rates while reducing time spent in training.* * lot of opportunities for research here!https://blog.walmart.com/innovation/20180920/how-vr-is-transforming-the-way-we-train-associates
- 25.THE PEAK-END RULE Our perception and memory of an experience is determined by the moment of peak intensity and when it ends.https://www.smashingmagazine.com/2016/08/user-memory-design-how-to-design-for-experiences-that-last/
- 26.We can design our immersive experiences around these moments of peak intensity to create lasting impact, or counter real-world pain points.https://www.smashingmagazine.com/2016/08/user-memory-design-how-to-design-for-experiences-that-last/
- 27.T H E W AY B A C K : H T T P S : / / T H E W AY B A C K V R . C O M /
- 28.SIGHT
- 29.SOUND
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- 31.T O U C H TOUCH
- 32.T O U C H TOUCH
- 33.SMELL
- 34.SMELL CAN TRIGGER MORE INTENSE EMOTIONS & MEMORIES THAN OUR OTHER SENSES IMAGESOURCE:https://www.thoughtco.com/five-senses-and-how-they-work-3888470
- 35.TA S T E
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- 39.VESTIBULAR
- 40.VESTIBULAR
- 41.VESTIBULAR
- 42.PROPRIOCEPTION I Expect You To Die Schell Games
- 43.IMAGESOURCE:https://www.pcmag.com/news/359983/the-secret-to-vr-development-cardboard-box-forts
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- 45.HoloSketch:Prototyping in Mixed Realityhttps://docs.microsoft.com/en-us/windows/mixed-reality/case-study-building-holosketch
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- 47.”THE DOOR HANDLE IS THE HANDSHAKE OF THE BUILDING” J U H A N I PA L L A S M A A IMAGESOURCE:https://www.rizzoliusa.com/book/9780847835997/
- 48.• Explorebalance:physical and digital content in harmony • Use compression and release to move through virtual spaces • New interaction patterns requires new approaches to accessibility • Engage multiple senses for memorable & impactful experiences • Prototype &playtest:early, often, and consistently
- 49.RESOURCES Fallingwater Immersive Design Residencyhttps://fallingwater.org/education/fallingwater-institute/immersive-design-residency/Getting StartedMicrosoft:Design for Mixed Realityhttps://docs.microsoft.com/en-us/windows/mixed-reality/designMagic Leap Creator Portalhttps://creator.magicleap.comGooglehttps://designguidelines.withgoogle.com/ar-design/https://designguidelines.withgoogle.com/cardboard/designing-for-google-cardboard/a-new-dimension.html#Applehttps://developer.apple.com/design/human-interface-guidelines/ios/system-capabilities/augmented-reality/
- 50.JORDAN HIGGINS W W W. L I N K E D I N . C O M / I N / J O R D A N H I G G I N S / @JHIGGINS THANK YOU!