Digital Odyssey Snippets: Thunder Sessions

Fiacre O’Duinn: Augmented Reality

  • examples:
    • Layar: most importantly, it has a Tim Hortons locator. haha.
    • StreetMuseum: launched May 2010. part of a marketing strategy for museums in London.
  • Challenges:
    • physical space: we need to think architecturally about augmented reality. the understanding of “place” is different for everyone
    • social/cultural aspects
    • technological infrastructure
  • the way forward: we have to deal with the problematic concept of a single reality when we say augmented reality. there is no one reality, there are many.

Brandon Weigel: Reference from the Street

  • renegade reference on the streets of TO for a great cause: the Stephen Lewis Foundation
  • most people didn’t know what “reference” meant.
  • had to advertise with signs saying “ask a question”, “free answers”, etc.iphone proved useful for tethering technology and a roving reference desk

 

Sally Wilson: QR Code

QR codes are codes in vertical and horizontal coding. “Quick Response”. just one example of a 2D bar code. Other types of 2D codes are Aztec; Lifescan; etc.

  • advantage is that you can store a large amounts of data
  • here are some QR readers: http://www.mobile-barcodes.com/qr-code-software/
  • Libraries use QR codes
    • University of Bath uses QR codes in their catalogue for bibliographic info
    • University of Huddersfield uses QR codes on their current periodicals for holdings info
    • University of Amsterdam uses QR codes on business cards
    • Ryerson uses QR codes on bookmarks which link to ebooks
  • how to create QR codes:
  • Down sides
    • people don’t know what they are
    • need phone with a camera
    • install software
    • linking to website that isn’t mobile friendly

Amanda Etches-Johnson: Designing for Mobile

  • size: your interface needs to work on a variety of phones from dumb to smart
  • bandwidth: low latency is the key to a good mobile experience
  • data plans: we don’t have unlimited plans in Canada. pick the most essential stuff so you don’t hog your users data allowance.
  • mobile UX: user experience. the emotional aspect of your service/product. people are starting to realize that it’s not about miniature views of sites, but usability
  • keep design and functionality simpleclickability is very important for small touch interfaces. don’t just use hyperlinked words, use thumbnails and graphics.
  • save keystrokes. we’re used to autocomplete, type ahead, etc. everywhere else, so do it here too.prototype. pen and paper!test and test and test
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