The Pedagogical Practice of Locative Experiences
by Ann Morrison, Lorna MacDonald, Ian MacColl and
Matthew Simpson
Information Environments Program
School of ITEE, University of Queensland
Abstract
We work collectively with varied locative-type
projects and look to integrate our students into
contemporary experience design culture. Students
experience the ‘how and what’ of locative
by becoming participant users, being exposed to
contemporary works, and placing themselves in
the role of the designer producing their own located
works.
Keywords
Locative, located, place, orientation, studio,
interactive, physical computing, experience-learning,
site-specific, experience-design
Studio4 Locative Physical Interactive
Environments Course
Multimedia Studio 4 is a project-run
studio course for 2nd year students that implements
a focus on locative computing and physical computing
interactive environments. For the purposes of
this course we use the term locative to include
meanings of place, site-specific, placed, and
located, as well as works using locative technologies.
These projects advance our teaching methods in
moving location and interaction firmly into our
students’ pedagogical experience, both as
a learning process, and also as the subject of
their project work. Students are introduced to
the locative arena via playing a campus location-based
game (oweek), a localised GPS game, visiting a
games arcade, and playing with dance mats and
iToys to become participant users. They then move
into the design role and study the campus as a
site to house their own locative interactive experiences.
In order to do this successfully the students
need to negotiate the campus’s management,
history, current use, environment and audience,
including skill-sets and available technologies.
Working in teams, students build on combinations
of the themes of the brief -- community, locative
and/or wow -- to design and construct physical
people-sized interaction spaces.
As background material and to inform their direction
and decision-making processes, students are shown
contemporary case studies of works that emphasize
interaction as play, locative projects, and site-specific,
installation and interactive environments. They
blog responses to this work, analysing why some
works appeal and others not, as well as keeping
track of their weekly process. A lot of the team
work is handled via group blogs, instant messaging
and weekly face-to- face meetings, emulating hybrid
locative team processes. The design problems the
students encounter in the implementation of their
projects include reworking interaction in a familiar
space for unfamiliar participants; problem-solving
locative technologies; shifting from implementation
of small prototypes to larger-scale installation
works; and constructing successful physical computing
environments. The studio supports this progression
with skill sessions in building physical sensors
and inputs; electronics and wiring; hacking existing
technologies for alternative uses; hand–tools,
joins and construction; and code support. Successful
site-specific works were produced and converts
to working within a locative context were spawned.
Oweek Experience Example
The Oweek experience relies on experiential learning
to promote greater retention of program-specific
orientation information. Information not suited
to task-based distribution is compiled into a
set of cards that students can use for future
reference. The experience begins with an IT session
that introduces students to computer logins, university
email and newsgroups, and procedures for reporting
IT problems. Student mobile phone numbers are
gathered through this process and used for communication
with teams for the remainder of the experience.
Students are then SMS’ed instructions to
find and form teams at particular spaces around
the building. Once formed and acknowledged, teams
are sent a set of keywords that they need to locate
and borrow an item from the library. The instructions
found in this item, a DVD case, send students
to the program’s main building to locate
first year staff offices. Here they match photo’s
on ‘staff cards’ to photo’s
on office doors. Stickers with staff details are
retrieved to fill-in the blanks on the ‘staff
cards’, which can be taken away at the end
of the day. When completed, students submit a
spare card to the program office where, following
the procedure for borrowing equipment, they ‘borrow’
their next task.
This ‘Journey Task’ uses a series
of photos of landmarks and symbols to navigate
teams to particular locations on campus; there
are 4 different paths each involving a walk of
about 400m. Teams SMS the ‘magic word’
found at the destination and, if correct, are
recalled to the program building for a final exercise
in rapid design.
As an introduction to first semester classes
and a finale for the experience, ‘The Great
Egg Challenge’ requires teams, in a limited
time and with limited materials, to design a housing
for an egg that will protect it from breaking
when dropped from a height.
Biographies
Ann Morrison
morrison@itee.uq.edu.au
Ann Morrison lectures studio process, physical
computing interactive environments and information
visualisation within The Information Environments
Program, School of ITEE, at The University of
Queensland. Morrison is an installation and new
media artist, currently working with alt reality
and locative projects, writing and constructing
a context containment interactive
environment.
http://www.itee.uq.edu.au/ [~morrison/]
Lorna Macdonald
lorna@itee.uq.edu.au
Recently graduated from Information Environments,
and with a background in Product and 3D design,
Lorna is currently working on her PhD. The design
of the Oweek experience provided a starting point
for her research concerning frameworks for the
design and development of location-dependent games
and experiences.
http://www.itee.uq.edu.au/ [~lorna/]
Ian MacColl
ianm@itee.uq.edu.au
Escaping a previous career as a lighting designer
and production manager, Ian MacColl teaches and
researches in the overlap between social and technical
aspects of IT in the Information Environments
Program, School of ITEE, at The University of
Queensland, with an emphasis on mobile, distributed
and pervasive computing in non-traditional contexts.
http://www.itee.uq.edu.au/
Matthew Simpson
matts@itee.uq.edu.au
Matthew Simpson lectures information technology,
graphic design and studio process within The Information
Environments Program, School of ITEE, at The University
of Queensland. Simpson is a designer in interaction,
web and usability with a background in architecture,
currently lecturing in information technology
and design who is currently researching in collaborative
design and locative experiences.
http://www.itee.uq.edu.au/ [~uqmatsim/]
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