Designing Software-Based Interactive Installations

Research output: Chapter in Book/Report/Conference proceedingBook chapterResearchpeer-review

Abstract

What. This chapter focuses on software engineering principles with specific emphasis on interactive installations providing embodied, tangible, and immersive experiences for the user. Such installations may deliver light, image, sound, and movement through actuators and may provide interaction through gesticulation, voice, and sensor signals. Installations are typically driven by specialized software that differs significantly from conventional business software, and in addition may include hardware components customized for the installation. To set the context, we give a range of example installations and support the description of the approach with a single case- a bumper car competition.
Why. To some extent, standard techniques for software development can be adapted for interactive installations. However, there is a need to emphasize the unique aspects of installations, bringing tangible architecture as well as esthetic experience, artistic expression, and leisure aspects into focus. The approach presented here has this intended purpose.
Where. Building on experience from conventional software development and with inspiration from interaction design and creative programming, this chapter considers the development of interactive installations for immersive experiences with emphasis on the special design challenges they present.
How. The approach described includes four phases: exploration, design, construction, and exhibition. The aim of the exploration is to clarify the general behavior of the installation using tools like sketching or storyboarding. The design involves a clarification of available and appropriate building blocks, as well as the linking of these blocks to provide an architectural framework comprising the intended external behavior. The construction phase takes a component-based approach to developing the final installation, and the exhibition phase concerns setting up, using, and evaluating the installation in the intended context-typically an event.

What. This chapter focuses on software engineering principles with specific emphasis on interactive installations providing embodied, tangible, and immersive experiences for the user. Such installations may deliver light, image, sound, and movement through actuators and may provide interaction through gesticulation, voice, and sensor signals. Installations are typically driven by specialized software that differs significantly from conventional business software, and in addition may include hardware components customized for the installation. To set the context, we give a range of example installations and support the description of the approach with a single case- a bumper car competition.
Why. To some extent, standard techniques for software development can be adapted for interactive installations. However, there is a need to emphasize the unique aspects of installations, bringing tangible architecture as well as esthetic experience, artistic expression, and leisure aspects into focus. The approach presented here has this intended purpose.
Where. Building on experience from conventional software development and with inspiration from interaction design and creative programming, this chapter considers the development of interactive installations for immersive experiences with emphasis on the special design challenges they present.
How. The approach described includes four phases: exploration, design, construction, and exhibition. The aim of the exploration is to clarify the general behavior of the installation using tools like sketching or storyboarding. The design involves a clarification of available and appropriate building blocks, as well as the linking of these blocks to provide an architectural framework comprising the intended external behavior. The construction phase takes a component-based approach to developing the final installation, and the exhibition phase concerns setting up, using, and evaluating the installation in the intended context-typically an event.

LanguageEnglish
Title of host publicationSituated Design Methods
EditorsJesper Simonsen, Connie Svabo, Sara Malou Strandvad, Kristine Samson, Morten Hertzum, Ole Erik Hansen
Number of pages20
Place of PublicationCambridge, Massachusetts
PublisherMIT Press
Date2014
Pages259-278
Chapter14
ISBN (Print)978-0-262-02763-2
StatePublished - 2014
SeriesDesign thinking, design theory
Number[6]

Cite this

Andreasen, T., Juul, N. C., & Rosendahl, M. (2014). Designing Software-Based Interactive Installations. In J. Simonsen, C. Svabo, S. M. Strandvad, K. Samson, M. Hertzum, & O. E. Hansen (Eds.), Situated Design Methods (pp. 259-278). Cambridge, Massachusetts: MIT Press. Design thinking, design theory, No. [6]
Andreasen, Troels ; Juul, Niels Christian ; Rosendahl, Mads. / Designing Software-Based Interactive Installations. Situated Design Methods. editor / Jesper Simonsen ; Connie Svabo ; Sara Malou Strandvad ; Kristine Samson ; Morten Hertzum ; Ole Erik Hansen. Cambridge, Massachusetts : MIT Press, 2014. pp. 259-278 (Design thinking, design theory; No. [6]).
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Andreasen, T, Juul, NC & Rosendahl, M 2014, Designing Software-Based Interactive Installations. in J Simonsen, C Svabo, SM Strandvad, K Samson, M Hertzum & OE Hansen (eds), Situated Design Methods. MIT Press, Cambridge, Massachusetts, Design thinking, design theory, no. [6], pp. 259-278.

Designing Software-Based Interactive Installations. / Andreasen, Troels; Juul, Niels Christian; Rosendahl, Mads.

Situated Design Methods. ed. / Jesper Simonsen; Connie Svabo; Sara Malou Strandvad; Kristine Samson; Morten Hertzum; Ole Erik Hansen. Cambridge, Massachusetts : MIT Press, 2014. p. 259-278.

Research output: Chapter in Book/Report/Conference proceedingBook chapterResearchpeer-review

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AB - What. This chapter focuses on software engineering principles with specific emphasis on interactive installations providing embodied, tangible, and immersive experiences for the user. Such installations may deliver light, image, sound, and movement through actuators and may provide interaction through gesticulation, voice, and sensor signals. Installations are typically driven by specialized software that differs significantly from conventional business software, and in addition may include hardware components customized for the installation. To set the context, we give a range of example installations and support the description of the approach with a single case- a bumper car competition. Why. To some extent, standard techniques for software development can be adapted for interactive installations. However, there is a need to emphasize the unique aspects of installations, bringing tangible architecture as well as esthetic experience, artistic expression, and leisure aspects into focus. The approach presented here has this intended purpose. Where. Building on experience from conventional software development and with inspiration from interaction design and creative programming, this chapter considers the development of interactive installations for immersive experiences with emphasis on the special design challenges they present. How. The approach described includes four phases: exploration, design, construction, and exhibition. The aim of the exploration is to clarify the general behavior of the installation using tools like sketching or storyboarding. The design involves a clarification of available and appropriate building blocks, as well as the linking of these blocks to provide an architectural framework comprising the intended external behavior. The construction phase takes a component-based approach to developing the final installation, and the exhibition phase concerns setting up, using, and evaluating the installation in the intended context-typically an event.

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BT - Situated Design Methods

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CY - Cambridge, Massachusetts

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Andreasen T, Juul NC, Rosendahl M. Designing Software-Based Interactive Installations. In Simonsen J, Svabo C, Strandvad SM, Samson K, Hertzum M, Hansen OE, editors, Situated Design Methods. Cambridge, Massachusetts: MIT Press. 2014. p. 259-278. (Design thinking, design theory; No. [6]).