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Story Canvas: AR for Indonesian Cultural Heritage
1. Indigenous People’s Today
Indonesia is a melting pot where over 300 ethnic groups are living in Indonesia. In fact, Indonesia is home to an estimated 50-70 million indigenous and tribal people. The Government of Indonesia supports the promotion and protection of indigenous people worldwide. However, does not recognize the application of the indigenous peoples concept in the country’.
My experience when I joined Jambore and Rekernas AMAN (Aliansi Masyarakat Adat Nasional/ Indigenous People’s Alliance of the Archipelago), these indigenous people does not fully get their rights, especially to their traditional lands, territories and resources. Indonesia’s denial of the existence of indigenous peoples within its borders was in response to this.
One of my friend, claimed herself as an indigenous people felt injustice because government and some companies took their lands called “Tanah Adat”, For decades, they have been locked in fierce battles with logging, palm oil and mining companies that have been expanding into their homelands in the resource-rich nation because, many do not have formal titles to the land their families have lived on for generations.
As a minority she felt the pressure of the changing world. In some cases, she and the other tribal people were forced to change. But, according to their life principles, what they need is not technology and modernity, but a peace. Some of them viewed technology just destroy environment.
2. Warung Pecel, similar designs
Fun Programming Trials with Customization
Graphics Shapes and Drawing Order
Augmented Reality (AR): Indonesian Cultural Heritage
In this course, I want to make an AR application as an interactive learning tool for Indonesian cultural heritage for example the traditional music instrument.
The Psychopathology of Everyday Things
The Design of Everyday Things, Revised and Expanded Edition
By Don Norman
The Psychopathology of Everyday Things, the first chapter from The Design of Everyday Things, Revised and Expanded Edition written by Don Norman is a guide for anyone to understand the importance of design. This revised and expanded edition delivers Norman’s view on how to design based on usability and user-centered design. Norman explains the design of things in relation with psychology and technology. Further, he emphasizes on the way human interacting with things around them. The first chapter of the book consists of six sub-topics: the complexity of modern devices, human-centered design, fundamental principles of interaction (affordances, signifiers, mapping, feedbacks, conceptual models), the system image, the paradox of technology, and the design challenge.
The first sub-topic of the chapter, The Complexity of Modern Devices, highlights the concept of everyday things focusing on the interplay between technology and people to ensure that the products actually fulfill human needs while being understandable and usable. According to Norman, design is concerned with how things work, how they are controlled, and the nature of the interaction between people and technology. Well done design will bring brilliant and pleasurable products, vice versa, poor design will lead to great frustration and irritation. Thus, any designer and engineer must design their products and machines on the assumption that people will make errors. This ‘human errors assumption’ can be used as the initial state to design things as the solution of future problems users might face.
In Human-Centered Design sub-topic, Norman states that people are frustrated with everyday things because of its complexity. Complex design of things such as technology evokes confusion, continued errors, and frustration of the user. Along with the development of technology that suppose to easier human life, each new invention needs to adopt the principles of good design. However, it needs time for a new invention of technology or interaction technique to be fully integrated into practice with this the principles of good design. The solution is human-centered design (HCD), an approach and design phylosophy, that puts human needs, capabilities, and behavior first, then designs to accommodate those needs, capabilities, and ways of behaving.
The third sub-topic, Fundamental Principles of Interaction provides explanation on user experience and interaction towards a product. Experience determines how fondly people remember their interactions, thus it is critical. As Norman says, designers must considerably creating a product that will bring out positive cognition and emotions. Norman also briefs that interacting with a product, people need to figure out how to work it by discovering its function and how to function it. He, then, introduces the word of dicoverability to enclose the means of those human-product interaction. Discoverability results from six fundamental psychological concepts which are: affordances, signifiers, constraints, mappings, feedbacks, and conceptual model of the system.
The term of affordance refers to the relationship between a physical object and a person. The presence of an affordance is jointly determined by the qualities of the object and the abilities of the agent that is interacting. For example, a chair affords (“is for”) support and, therefore, affords sitting. Affordances represent the possibilities in the worls for how an agents (a person, anima, or machine) can interact with something. Its existence may visible and invisible. For designers, affordances’ visibility is importance because they provide strong clues to the operation of things. Perceived affordance easier the agent or the user to take the next action toward the product as instructed directly or indirectly. Perceived affordances often act as signifiers, but they can be ambigous.
The term signifier refers to any mark or sound, any perceivable inicator that communicates appropriate behaviour to a person. It can be deliberate and intentional, such as the sign “PUSH” on a door, but they may also be accidental and unintetional, such as our use of the visible trail made by prvious people walking through a field or over a snow-covered trrain to determine the best path. The signifier is an important communication device to the recipient, whter or not communication was intended. In design, signifiers are more important than affordances, for they communicate how to use the design. Signifiers signal things, in particular what actions are possible and how they should be done. Signifiers must be perceivable, else they fail to function.
Norman, D. (2016). The Design of Everyday Things
Overview: A short introduction to the Processing software
Working with Processing software – a free and open source software in creating visual images/ moving images is quite interesting. Obviously, it was created to serve as a software sketchbook and to teach programming fundamentals within a visual context. It is very engaging fro students to type down the code and directly see the result visually. The uniqueness designing things with Processing is you will not hundred percents know the final result of your design, and sometimes with the same code, you will have various results for every export.
I am exciting learning this software. I plan to make a simple program with concept: Name Representation where each name typed by user will have different result of design.
Video Diaries/Moving Images IV: Virtual Worlds
(MoCap, Photogrammetry, and 3D Simulation)
1. What is MoCap?
2. Photogrammetry: Chernobyl VS Project
3. 3D Simulation using Unity