DOPPELCAM

doppelcam logohttp://doppel.camera

 

Are you tired of contributing to photographic waste?

Constantly transferring photos from hard drive to hard drive?

Consider photography an (un)natural resource worthy of conservation.

 

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DOPPELCAM is a digital camera that only displays images ‘visually similar’ to those taken with it. It sends the source photo through an image-drop search engine and displays the top result. 


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DOPPEL.CAMERA

 

 

Thanks for incredible help from Dhruv Mehrotra and  Sam Lavigne.

AUTOMATED TELLER MACHINE

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ATM’s can hold up to 100,000 dollars in cash which is odd considering they are often left unattended on public streets. ATMs feel like a public utility similar to phone booths despite being entirely in the private sector. It is miraculous the amount of trust society puts in them and it is comical how outdated the technology behind them is. If you look at the evolution of the ATM, you’ll find that there were a lot of design improvements when they were first invented until it plateaued to the point where there is virtually no resources being spent on improving ATMs. I believe the shift in resources away from improving ATMs is a direct result of the economy’s shift away from being cash based. It’s interesting to realize the outdated look and function of ATMs is a physical manifestation of the credit based economy.

 

ATM DESIGN FROM 1970 TO 2015

Neither the ATMs of the past or present would impress Chris Crawford. They rate pretty low on the scale of interactivity despite revolutionizing cash flow. The user experience can hardly be described as dynamic and nuanced like a stimulating conversation.

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INSIDE A MODERN ATM

 

 

 

 

 

 

 

 

 

 

 

 

 

 

To observe someone while they are using an ATM is strictly forbidden under the rules of ATM etiquette but I was able to watch from a distance in order to put together three basic guidelines ATM users are expected to follow.

The Unspoken Rules of ATM Etiquette

1. Get back: Stand well behind the person using the machine and definitely don’t peer over their shoulder.

2. Know your balances going in: Don’t spend too much time checking your balance on the machine before withdrawing money. One transaction at a time please.

3.  Don’t be too chatty in the line: To put it simply, it’s distracting and makes people uncomfortable.

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People tend to spend around one minute at the ATM. The part that takes longest is waiting for the machine to vend the money and print the receipt. It is a very strange phenomenon that so many of us carelessly leave behind our receipts. These little bits of discarded paper scattered throughout the city have printed on them private information that most would not share with their closest confidant.

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WHAT IS INTERACTION DESIGN

PCOMP WEEK 1

Notes on Chris Crawford’s The Art of Interaction Design, ch. 1 ,2 and Bret Victor’s A Brief Rant on the Future of Interaction Design

Good interaction design is not a linear cause-effect interaction. It is a process, a “conversation” operating on an integrated system that can adapt to behavioral and environmental changes.

There are degrees of interactivity and those degrees are set subjectively by the interactor. The refrigerator game¹ is an interaction that operates at a low level of interactivity for adults and a high level of interactivity for a babies. Conversely, a conversation between two people about subjectivity operates at a high level of interactivity for adults and a low/nonexistent level for babies.

Listening, thinking, and speaking are fun metaphors to use when describing the essential elements of interactivity. To design physical interaction as dynamic and nuanced as stimulating conversation would be extraordinary. Crawford describes a great conversation he had as “dazzling and fascinating. [his] mind was reeling from the implications of his ideas.” I’m having trouble thinking of any physical interaction design that truly accomplishes this. However, objects such as phones, skype, and snail mail facilitate these kinds of conversations by connecting two human interactors.

Crawford deems books to be non-interactive. What about choose your own adventure books? What about pop-up books?

Crawford seems to think interactivity holds the only key to unlocking the future without acknowledging creativity, computer learning, and evolution as distinct and powerful factors.

¹When you open a refrigerator and the little light inside turns on, and then you close the door and the light turns off.

Pull quotes from Victor’s rant↓

“I’m not going to talk about technology. That’s the easy part, in a sense, because we control it. Technology can be invented; human nature is something we’re stuck with.”

“…[This] technology, Pictures Under Glass … sacrifice[s] all the tactile richness of working with our hands, offering instead a hokey visual facade.”

“Pictures Under Glass is an interaction paradigm of permanent numbness. It’s a Novocaine drip to the wrist. It denies our hands what they do best. And yet, it’s the star player in every Vision Of The Future.”

“The most important thing to realize about the future is that it’s a choice. People choose which visions to pursue, people choose which research gets funded, people choose how they will spend their careers. Despite how it appears to the culture at large, technology doesn’t just happen.”