Programme

20th March 2017 at Keio University near Tokyo.

9.00 – 9.15
 Who is in the room?

9.15 – 10.30 
Hands On Experience & Capture

(coffee)

11.00 – 11.30 
Hands On Experience & Capture

11.30 – 12.30 Articulate & Analyse

(lunch)

13.30 – 15.00
 Generate & Experiment

(coffee)

15.30 – 16.00
 Generate & Experiment

16.00 – 16.30 Design Critique

16.30 – 17.00
 Wrap up & Next Steps

Although we may need to leave the conference venue around 17.00, we hope all participants can continue the conversation into the evening.

Here are more details of the main three phases of the day:

Hands On Experience & Capture

Key to this studio is the opportunity for participants to personally experience and thus compare different “we-coupling” related systems and techniques. These experiences will take place supportive atmosphere, at a much more leisurely rate and focused manner than a typical conference “demo” exhibit. In small groups participants will experience different approaches, whilst one or two members of each group will take turns in documenting and observer roles, such as camera operator and note taker/sketcher

Share & Analyse

Individuals will very briefly present one or two key insights or impressions from the Experience & Capture stage. All observations and interview sheets will be displayed on a large surface (depending on the room, this could be large pin-boards, tables or even the floor). The perforations on the capure “pro-formas” will allow notes on different aspects of the same session to easily be spread.

Generate and Experiment

We shall begin the afternoon session with a quick physical activity to form teams into teams according to shared interests and motivations.

Participants will be supported in embodied experimentation for developing new (or improved) forms for sharing or transferring bodily sensations. All groups will be challenged to relate their concepts to a particular real world context with which at least one team member is very familiar. Experimentation will include modification and/or repurposing of the systems in the room, combining different systems, and/or quick and dirty prototyping with craft materials and/or any equipment participants bring with them, and/or roleplaying new application areas.

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