This paper discusses a specific category of information systems known as Ambient Information Systems. These systems present information in a non-intrusive manner, acting mostly on the periphery of our attention, following Mark Weiser’s concept of calm technology.
The major concern that drives the development of these systems can be summarized in two aspects: first, as pervasive computing increases, ordinary objects are becoming capable of processing and displaying data, thus the consumption of information will occur in many different contexts, which may contribute to an information overload, generating stress. The second aspect is that Design plays a major role in developing better ways to deal with this information overload. For a long time designers have been studying how to design communication systems that drive our attention, but little research has been done in exploring how to design communication systems that act upon the periphery of our attention.
In this paper four Ambient Information Systems are discussed, highlighting their characteristics and limitations. As a conclusion, the author proposes an agenda of topics that should be tackled to advance future research on this subject.
DRS 2010 - Design Research Society International Conference, July 7-9 2010
July, 2010
In this article a specific category of information systems, known as ambient information systems, is discussed. These systems present information in a non-intrusive manner, mostly on the periphery of our attention, following the concept of calm technology. Some ambient information systems are discussed, highlighting their characteristics and limitations. This article is an exploratory research conducted by the author as part of his PhD thesis about interaction design and pervasive computing.
4th Information Design International Conference, 9-11 September 2009
September, 2009
Discusses the role of designers and users in the authorship of messages and products. It highlights three moments in design history, in which different notions of authorship are perceived: the period related to the modernist design and the International Style; the first years of the 90’s, with the post-modern visual rhetoric; the beginning of the XXI century, with the information revolution and Web 2.0. As a conclusion, considering the presence of ubiquitous computing in the future, addresses some topics that update the discussion about authorship, emphasizing the importance of deepening the discussions about communication processes in the design field.
The ‘Radical’ Designist, a Design Culture Journal (ThRAD) (issue 3, 2009, Portugal)
CÔRTE-REAL, Eduardo (org.). The Triumph of Design // O Triunfo do Desenho. Lisboa: Livros Horizonte, 2010.
April, 2009
O artigo apresenta um panorama do desenvolvimento de objetos e ambientes inteligentes, descrevendo suas características básicas e possíveis aplicações. Discute as implicações da implementação desses sistemas em nossas práticas cotidianas. Aponta questões gerais que podem orientar a discussão sobre o papel dos designers de interação como participantes dessa etapa da evolução das tecnologias computacionais.
SILVA, Jofre (org.). Design, Arte e Tecnologia 4. São Paulo: Rosari, Universidade Anhembi Morumbi, PUC-Rio e Unesp-Bauru, 2008.
February, 2009
Sobre a evolução dos computadores, que deixam de ser “caixotes” em cima de nossas mesas e passam a compor o ambiente, integrados aos objetos mais corriqueiros.
Revista Webdesign (ano 5, nº 59, novembro 2008, Rio de Janeiro).
November, 2008
This article presents some of the terms used to describe the professionals that design interactive media, in order to broaden the discussion about this field. It describes the most remarkable changes those professionals have faced, from the arising of the interface design as a discipline, to the recent emergence of experience design. It underlines the major characteristics that distinguish experience design from other design fields, as it highlights which characteristics experience design share with other areas. As a conclusion, it claims that the importance of experience design should increase, considering the all-pervasive presence and mobility of computers in contemporary communication processes.
Discute a importância das capas de discos como elementos de identificação e diferenciação visual. Partindo de um breve retrospecto sobre as capas de LPs e CDs, faz um paralelo com o “cover flow” do iPod, que resgata a possbilidade de “folhear” capas nos atuais acervos de música digital.