Place: Ponta do Sol, Madeira Island
Venue: Estalagem da Ponta do Sol and John Dos Passos Cultural Center
Date: 8-9th November 2014
Prototyping the Intangible
Speculative design, future scenario planning, and experience prototyping are some practices which benefit from prototyping the intangible: that is, making a first, typical, or preliminary model of what we cannot measure or reproduce physically. Something may be difficult to prototype because it holds intangible qualities at its core (such as emotions, or ideas that have not yet been realized), or because it does not yet exist as an object but is merely a possibility or proposition for the future. So the question at the heart of our symposium is: How can we model or replicate something that is not tangible, or has no physical presence?
During the Narrative Strategies Symposium 2014 we will examine and evaluate current practices of prototyping the intangible, such as improvisation, role-playing, and storyboarding. We will take a close look at instruments, techniques and methodologies that have been adopted or invented in order to gather insights from something before it exists in actual, physical, or present form.
Narrative Strategies will take place over two days in the village of Ponta do Sol on the island of Madeira. A series of guest lecturers will be invited to challenge our assumptions and open new avenues for discussion. Presentations of case studies from other participants will follow the guest lectures. In this way, we aim to establish a basis for dialogue about how to prototype intangible objects, atmospheres, and future situations. The final session will be reserved to share and critique ongoing projects or ideas that relate closely to the topic of the symposium.
Please contact us if you have any specific questions.
Day 1 – Saturday – 8th November
8.00 – 10.00 Breakfast
10.10 – Walk from the Hotel to the conference venue: John Dos Passos Cultural Center (down the road)
10.30 – 11.00 Welcome session by M-ITI and Estalagem da Ponta do Sol
11.00 – 11.30 Introduction and welcome from the Future Fabulators Project and Future Fabulators partners (Time’s Up | FoAM | AltArt | M-ITI)
11.35 – 11.55 Coffee Break
12:00 – 12.45 – Keynote
Yvonne Rogers – Dreaming the Intangible
13.00– 14.20 Light Lunch Break
14:30 – 16.30 Presentation session starts at John Dos Passos Cultural Center:
Simone Ashby – Rapid Prototyping of Citizen X: Exploring the Outer Limits of the Design Space
Heitor Alvelos – The Ectoplasm Arises: How Antifluffy Came to be the Mascot of a Medialab for Citizenship, and Other Stories of Silent Perplexity
Alex Davies – Spatial Narratives in The Very Near Future
Matthew Aylett – Transforming Digital Media Through Narrative to Empower and Explain
16.35 – 16.55 Coffee Break
17.00 – Presentation Session:
Giovanni Innella – When Prototypes are Final
André Rangel – Intangible, Tangible, Objectile
Ricardo Melo – Designing Serendipities
Will Preston – Experiences with Aestheticodes cancelled
18.30 – End of Session
21.00 – Dinner at Estalagem
11.00 – Concert at Estalagem
Day 2 – Sunday – 9th November
8.00 – 10.00 Breakfast
10:15– Presentation Session at John Dos Passos Cultural Center:
Monchu Chen – Issues in Prototyping Oculesic Interaction
Evan Karapanos and Olga Lyra – Gadgets or Tools for Health? Studying the Long-term Acceptance of Wearable Activity Trackers | Sociometric Technologies for Inclusive School Communities
Nuno Correia – Representing Time, Narrative and Emotions with Tangible Prototypes
11.45 – 12.00 Short Coffee Break
Enrico Costanza – Leveraging the Intangible to Prototype the Future
Monica Mendes and Pedro Ângelo – ARTiVIS
13:15 – 14.30 Lunch at Estalagem and Closing Remarks
15.00 – 16.30 Tangible Futures Gameplay – At the Estalagem Library
Stuart Candy – Things from the Future (Pre-recorded Video Presentation)
Gameplay facilitated by Future Fabulators
(Please sign up for this session on Saturday or until the first coffee break Sunday)
The Estalagem also offers a range of activities (at the guest’s expense) including massage, bike rental, and sightseeing (see website or ask at reception for details)
20.30– Closing Dinner
Details on the sessions
Day 1 | Saturday – 8th November
Nuno Nunes | Nuno Barcelos
Welcome session by M-ITI and Estalagem da Ponta do Sol
Time’s Up | FoAM | AltArt | M-ITI
The Future Fabulators Project
Dreaming the Intangible
Abstract:coming soon …
Session 1: Digital Media and Citizen Involvement
Rapid Prototyping of Citizen X: Exploring the Outer Limits of the Design Space
Crowdsourcing in urban environments, geospatial annotation, social curation, and engaging citizens through social media applications and community-aware, place-based computing systems are at the forefront of pervasive urban technologies aimed at improving satisfaction, strengthening communities, and empowering citizens as stakeholders. In this talk, I present the rapid prototyping approach known as speed dating within the context of a user‐centered design for a holistic community engagement platform (Citizen X) that combines the above aims and uncovers insights from both sides of the citizen‐government divide for a people’s GIS for enhancing urban livability. Drawing from work on Citizen X, I will attempt to show how speed dating helps to explore the outermost frontiers of the design space, “presenting users with scenarios that push social boundaries … to uncover where these boundaries actually lie” (Davidoff et al. 2007:430).
Reference: Davidoff, S., Lee, M. K., Dey, A. K. and Zimmerman, J. Rapidly exploring application design through speed dating. In Proc. UbiComp (2007), 429-‐446.
THE ECTOPLASM ARISES: How Antifluffy came to be the mascot of a medialab for citizenship, and other stories of silent perplexity
Since 2008, FUTUREPLACES.org has been working on the socio-cultural landscape of Porto, its multitude of dissonant fronts moved by a unifying motto: how can new media provide a healthier social and cultural fabric?
The varying degrees of success of these multiple fronts have systematically met a fascinating set of paradoxes, signs of the times first and foremost:
How to facilitate pre-existing communities, projects and capacities while preserving their self-determination?
How to create an innovative project from scratch in a context that might not be willing to provide the lexicon for its rooting?
How do we cultivate wealth that goes beyond the material, the current logic of consumption and entertainment?
How do we operate a festival that does not want to be sponsored by a brand, while avoiding becoming a brand?
Spatial Narratives in The Very Near Future
The presentation will outline approaches to spatial cinematic narrative the development of seemingly real virtual characters (high in perceptual and social realism) using the authors installation work, The Very Near Future (2014) as a basis. In The Very Near Future imaginary characters exist within an intricately constructed set, enabling the audience to experience a fabrication of time and space travel. Gallery visitors enter the installation where they pass through a series of physical spaces within a staged film production set. A cataclysmic shift occurs during the course of the production, resulting in a fracture of time and space that envelopes the cast, crew and audience within a series of time loops that rupture and distort the past and future for the audience. Through this rupture the cast and crew are preordained to perpetually remake the same film. Yet, with each cycle of the time-loop subtle variations of the film scene and surrounding events play out in each constructed parallel universe.
Transforming Digital Media Through Narrative to Empower and Explain
In 2011, Comscore claimed 20% of web traffic was generated by social media. How we make sense of the digital information we generate, and consume is a key issue: it is valuable for many purposes both benign and malicious, it often provides a public view of ourselves, it is used to interact with friends, family, and colleagues. In this talk we explore how we may depart from a conventional database view of data and instead leverage the idea of narrative filmic mediums to explore data, and, by doing so how we might empower users with a clearer understanding of their personal data. We report on an initial experiment using triptychs (a sequence of three images) to automatically convey narrative from users’ public Instagram accounts. We show that, by using narrative techniques such as sequential coherence and emotional tension, we can generate a greater sense of coherence and of stories. We conclude by exploring future work within the project and sharing a short video based on digital media produced by a professional film maker.
Session 2: Aesthetic values, Art, Design and Serendipity
When Prototypes are Final
Part of my practice is dedicated to articulating a design critique in a visual and physical form. Just like prototypes, the resulting artefacts or installations serve as communication tools to share and test thoughts and observations. While written essays aim for clarity and convincingness, a visual design critique remains ambiguous and arguable, thus favouring debate and wonder. During this talk, a selection of works will be presented and discussed.
Intangible, Tangible, Objectile.
Grounded in the philosophical distinction between rationalism and idealism, this presentation discusses the concepts of tangible and intangible and questions the usefulness of such a distinction. Relating the intangible with utopia, a work from the author is used to illustrate the concept of objetile and recent possibilities of its materialisation.
Are we able to design serendipity? Or do we end up destroying it in the attempt?
With the increased personalization of online platforms such as search engines, social networks and online stores, we no longer have access to the full Web but to a catered stream of what these systems perceive to be relevant, not to the users, but rather to an automatically constructed persona of them, resulting in a positive feedback that contributes to an ever-narrowing scope of tastes and interests.
As a response to the resulting predictability and homogeneity of catered content, new strategies have been developed in order to increase the possibility of discovery of information that is both uncommon and relevant. In essence, increasing the potential for serendipity.
This presentation will address the trials and tribulations of the different attempts at inducing serendipity since Horace Walpole, the 4th Earl of Orford, coined the term on a letter to his cousin, on January 28th, 1754.
Will Preston – cancelled
Experiences with Aestheticodes
Building on work by Enrico Costanza et al., Aestheticodes are machine readable codes with an aesthetic quality. These Aestheticodes enable experiences by embedding human and computational meaning into physical objects. This talk explores how we have used Aestheticodes in experiences and the challenges this technique presents.
Day 2 | 9th November
Session 3:HCI and the Intangible
Issues in Prototyping Oculesic Interaction
Oculesics is the study of eye movement, eye Oculesic interaction includes any gaze-based interaction in human-computer interaction. It could be a computer system able to react one’s eye gaze. It could also be computer-mediated communications between humans in which the interaction is interfered, altered, enhanced, facilitated, monitored, guided by the eye movements of participants (e.g. eye contact, gaze direction, etc.) Comparing to haptic interaction which subjects are typical tangible, oculesic interaction is intangible and often very difficult to prototype. The technology required for oculesic interaction is eye-tracking, which has been expensive and complicated to operate. As the technology becomes more accessible recently, the applications of oculesic interaction are expected to grow rapidly. As a result, the design, prototyping and evaluation become an important issue. Because of the intangible and rapid nature of eye movements, prototyping oculesic interaction is extremely challenging, and there is no suitable prototyping methods or tools available. In this talk, I will describe several projects of oculesic interaction as a catalyst for discussing potential solutions for prototyping oculesic interaction.
Evan Karapanos and Olga Lyra
Gadgets or tools for health? Studying the long-term acceptance of wearable activity trackers
Despite the rapid growth of the market of wearable activity trackers researchers have raised concerns over the plausible wear-off of any initial effects on users’ behaviors. More alarmingly, a recent survey has found that over a third of owners of an activity tracker have discarded it within six months of use. In this talk I will discuss some early insights from a recently awarded CMU Portugal project that seeks to understand and design for prolonged engagement with wearable activity trackers. I will fi
rst present insights from a recent study of three commercial trackers that revealed a two-dimensional structure in users’ experiences – physical thriving and relatedness – and a more nuanced picture of the adoption of these tools, whereas while reflection looses its relevance over time, users continue to wear the tool and derive value from it. Second, I will present WalkNRide, an activity tracker aimed at sustaining users’ engagement through contextualizing users’ physical activity and supporting inferences about its impact.
Sociometric technologies for inclusive school communities
Equal access to education has been declared by the United Nations a basic human right, and inclusive school communities, ones that bring children from various educational and socio-economic backgrounds under the same roof, are becoming mainstream. Yet, even today we lack empirical data on inclusive inclusive school communities are; in other words, how well do children from different background participate in the educational, social and play activities. In this presentation we will discuss how we use technologies to create new methods for measuring children’s social behaviors, as well as the role of playfulness in sustaining children’s interest in the technologies during longitudinal studies.
Representing Time, Narrative and Emotions with Tangible Prototypes
This talk presents the design, development process and outcomes of interactive systems dealing with intangible concepts such as virtual space, personal time usage or emotions. These systems are explored in the context of games and digital art and require representations that are perceived by users. The results and evaluation processes are discussed along with the collaborative research and academic environment that led to these prototypes.
Session 4: Sustainability
Leveraging the Intangible to Prototype the Future
Electricity is intangible, yet intrinsic to our lives. Its usage is generally made material through energy bills. Its consumption is easy to measure through inexpensive off-the-shelf sensors. Electricity generation, usage and distribution are also currently in the focus of considerable research efforts to make them sustainable. These qualities make electricity an interesting vehicle to conduct research that explores how people may interact with technology in future everyday situations. Leveraging the intangible nature of electricity, we can design and run studies “in the wild” where we expose participants to prototyped future scenarios, analyse their behaviour and learn about their attitudes. I will demonstrate such approach by presenting an ongoing series of projects around domestic energy consumption, developed in collaboration with colleagues and PhD students in Electronics and Computer Science in Southampton and at the Mixed Reality Lab in Nottingham.
Monica Mendes and Pedro Angelo
ARTiVIS (Arts, Real-Time Video and Interactivity for Sustainability) is a collaborative research project that aims to build an online environmental data streaming and archiving platform which can empower communities to monitor their natural resources and fuel artistic explorations that promote environmental awareness. Since its inception as a PhD research project, this ongoing research has produced an open source DIY video streaming kit, three interactive art installations and basic building blocks to build decentralized, collaborative, community-empowering applications based on environmental data capture, processing and presentation. How can we materialize a vision with such a large technological and social scope? This talk will focus on how community collaboration practices, institutional frameworks, open tools, stakeholder involvement, iterative development and experience prototyping have all been coming together to make it happen.
Session 5: Tangible Futures Gameplay
Stuart Candy- pre recoded talk
Things from the future
Thinking about possible worlds in a concrete way is difficult partly because it is so open-ended: where to begin? This session introduces a playful process for scaffolding the imaginations of individuals and groups of all experience levels into exploring – and optionally, producing – tangible evidence of various futures. Designed to be generative, entertaining, and highly hackable, Situation Lab’s new game “The Thing From The Future” has already served as the ideation engine for design jams at OCAD University, NYU, and Stanford.
Julian Hanna and Future Fabulators – Tangible Future games session
In the library of the Estalgem Future Fabulators will facilitate a future gameplay session to interested participants.
We can accomodate a maximum of 12 to 16 players.
Please contact Julian for details and enrolling procedure.
|Yvonne Rogers||Yvonne Rogers is the director of the Interaction Centre at UCL and a professor of Interaction Design. She is also the PI at UCL for the Intel Collaborative Research Institute on Sustainable Connected Cities which was launched in October 2012 as a joint collaboration with Imperial College. She is internationally renowned for her work in HCI and ubiquitous computing and, in particular, for her pioneering approach to innovation and ubiquitous firstname.lastname@example.org|
|Simone Ashby||Simone comes from a speech science background and is interested in hyperconnected communities and pervasive computing through speech and language technologies. She currently leads an R&D team in the development of a holistic community engagement platform. Simone is also interested in mobile spoken Web applications for low-‐literate users. She has worked for Microsoft, the Catholic University of Lisbon, and the Centre for Speech Technology Research. Simone is currently a Pronunciation Editor for the Oxford Dictionary Online.||email@example.com
|Heitor Alvelos||PhD Royal College of Art, 2003|
MFA School of the Art Institute of Chicago, 1992
Professor of Design, U.Porto. Course Director, PhD Design, U.Porto/UPTEC.
Outreach Director (2010- 2014) of UTAustin-Portugal program in Digital Media. Curator of FuturePlaces (2008- present). Acting Head of Drawing Studio, Royal College of Art (1999-2001).
Vice-President of Scientific Board for Humanities and Social Sciences of the Foundation for Science and Technology (Portugal).
Director (U.Porto) of ID+, Design Research Institute: group "Media and Perplexity".
Advisory Board member, visual essayist and monograph editor for Manobras no Porto (QREN, 2011-13). Advisory Board member for Digital Communities, Ars Electronica.
Conceptual sound carrier and designer with Touch Music, musician at Stopestra, co-director of 3-33.me. AV projects include conceptual alter-ego Autodigest, weltschmerz icon Antifluffy and R&D division Before Surgery
|Alex Davies||Alex Davies is a Sydney media artist whose practice spans a diverse range of media and experiments with interaction, technology, perception, mixed reality and illusion. In 2013 he was awarded a PhD in Media Arts at the UNSW College of Fine Arts examining the relationship between the techniques of stage magic and the creation of illusion in media arts. He has exhibited widely in Australia and internationally, is the recipient of Qantas Foundation, Contemporary Australian Art Award, and has received extensive funding from the Australia Council’s Inter-Arts, Music, Visual Arts, and New Media Boards.||firstname.lastname@example.org|
|Matthew Aylett||Currently CSO of edinburgh based text to speech company Cereproc Matthew has a Royal Society Industrial Fellowship currently supporting his research at the University of Edinburgh. He is currently involved in The project personify, investigating the relationship between expressive speech synthesis and the ability to create a sense of personality and presence in embodied conversational agents. Matthew is local PI for the Reel Lives EPSRC project which aims to turn a user's digital footprint into a filmic medium to help a user control, interpret and share their personal email@example.com|
|Giovanni Innella||Giovanni Innella (Torino, 1982) holds a bachelor degree in design from Politecnico di Torino and a master from the Design Academy Eindhoven. During his professional path, Giovanni took part in several exhibitions in international contexts such as the Droog gallery in Amsterdam, the design biennale of Saint-Étienne and the MAXXI museum in Rome. His jewellery piece “Yours” is part of the permanent collection of the Stedelijk Museum in ‘s-Hertogenbosch. Giovanni writes and publishes in the academic and non-academic firstname.lastname@example.org|
|André Rangel||André Rangel develops Art and Intermedia Design contemporary events. Researcher, PhD candidate and Master in Digital Art at UCP. Communication Design Degree at ESAD. Guest lecturer at FBAUP. Art Director and Founder of 3kta.net project. Researcher in the field of intermedia practice and thought. Operates in the threshold of mediums, disciplines and concepts producing interactive systems and intermedia experiences, integrating knowledge from a large spectrum of scientific and artistic email@example.com|
|Ricardo Melo||Ricardo Melo is a designer and researcher based in Porto, Portugal.|
He holds a Masters in Multimedia from the Faculty of Engineering of the University of Porto (2012) and a Degree in Communication Design from the Faculty of Fine Arts of the University of Porto (2008).
From 2008 to 2014 he was a user interface designer on the HCI team of Fraunhofer Portugal Research Center for Assistive Information and Communication Solutions, where he collaborated in several academic and industrial R&D projects in the areas of Ambient Assisted Living and Information and Communication Technologies for Development.
Currently, he is a PhD candidate at the PhD Program in Design—a joint venture between the University of Porto, the UP Science and Technology Park, the Institute for Research in Design, Media and Culture, and the University of Aveiro,—where he was awarded an FCT scholarship in order to develop his thesis on the value and role of serendipity in digital interactions.
|Will Preston||William Preston is a computer science researcher at the University of Nottingham focusing on mobile device research. His Ph.D. thesis explored a novel navigation technique in augmented reality using visibility analysis. He is currently working on extending machine readable firstname.lastname@example.org|
|Monchu Chen||Monchu Chen obtained his PhD from Human-Computer Interaction Institute, Carnegie Mellon University. His thesis study investigated how to design interfaces perceivable by our peripheral vision. Such interfaces are beneficial especially when accessing multiple devices simultaneously. Monchu was born in Taiwan, where he got his BSc in Computer Science and an MA in Design from National Chiao-Tung University. After serving in the military and working in a hospital, he moved to Pittsburgh, Pennsylvania to worked as a research associate in the Department of Psychology, Carnegie Mellon University, and finished the Master degree of HCI on the part-time basis. He lived there for 8 years until he finished his PhD degree. His previous works cover a wide range of subjects including computer music, interactive arts, cognitive modeling, kinetic typography, computer graphics, film making, architecture, interface and interaction design, computation and cognition of design, eye-tracking, computer vision, bio-informatics, etc. His current research interests focus on visual attention in interaction design, peripheral visual design and information email@example.com|
|Evan Karapanos||Evangelos is assistant professor with Madeira Interactive Technologies Institute where he also acts as the head of the Scientific Council. He holds a PhD with honors from Eindhoven University of Technology and has expertise in user experience and longitudinal studies in HCI, most recently with a focus on behavior change support systems. His book on “Modeling users’ experiences with interactive technologies” (Springer) was published in 2012. His work has been published at venues such as ACM CHI, TOCHI, IJHCS. He has been a visiting researcher at Philips Research, Philips Consumer Lifestyle and the Human-Computer Interaction Institute at Carnegie Mellon University.||firstname.lastname@example.org
|Olga Lyra||Olga Lyra is an invited assistant professor in the domain of educational technologies at the Madeira Interactive Technologies Institute (M-ITI). She holds a PhD (cum laude) from the University of Cologne (Germany) in inclusive education. Her current research interests lie in the design of technologies that leverage the inclusiveness of school communities as well as of urban environments. Prior to her current position, she co-founded a consultancy firm for social interventions and organizational change in the region of North-Rhine Westphalia, Germany, and worked as a project manager at the Montag Foundation for Youth & Society.||email@example.com|
|Nuno Correia||Nuno Correia is a Professor at Faculdade de Ciências e Tecnologia, Universidade Nova de Lisboa, Portugal, where he teaches and does research work in the areas of Multimedia and Interaction. He participated in the creation of a national Digital Media Ph.D. program that he coordinates at FCT/UNL and currently he also coordinates the Ph.D. program in Computer Science. Nuno Correia participated in several national and European projects. He was a researcher at Interval Research Corporation, Palo Alto, California, in 1996/97. Previously, he was a researcher at INESC, Lisbon, Portugal. Nuno Correia supervised 6 doctoral theses and about 30 master theses already completed and currently supervises several doctoral and master dissertations. He is author or co-author of more than 90 publications in journals, conferences and books. He participated in the organization and was chair or co-chair of several international conferences (e.g., ACE, MobileHCI).||firstname.lastname@example.org|
|Enrico Costanza||Enrico Costanza is a lecturer in Electronics and Computer Science, University of Southampton. His research develops around the design, implementation and evaluation of novel interactive systems. In the past he worked at the EPFL Media and Design Lab, MIT Media Lab and the University of York on tangible interfaces, wearable and mobile devices, subtle interaction and designable visual email@example.com|
|Monica Mendes||Mónica Mendes is a digital media artist, designer and assistant professor coordinating the Multimedia Art degree at the University of Lisbon. She is also a researcher at M-ITI and founding member of AZ Labs hackerspace altLab. Interested in designing for a more sustainable world, Mónica is exploring real-time interactive systems at the intersection of Art, Science and Technology.||firstname.lastname@example.org|
|Pedro Angelo||Pedro Angelo is a PhD student in Digital Media in the context of the UTAustin|Portugal program where he is developing tools that make heterogeneous computing systems more accessible for creative applications. He is involved in many Free Software and Free Culture community projects and was one of the founders of the Audiencia Zero cultural association and of the LCD hackerspace in Porto, Portugal.||email@example.com|
|Stuart Candy||Stuart Candy designs situations where new stories can be born. A pioneer in both the practice and theory of experiential futures –– artifacts and encounters from worlds to come –– he co-created The Thing From The Future, an official selection for the IndieCade international games festival held recently in Los Angeles. He is currently Director of the Situation Lab and Assistant Professor of Design at OCAD University, and Research Fellow of the Long Now Foundation. @futuryst | @sitlab | @longnow|
|Nuno Nunes||Nuno Jardim Nunes holds a Ph.D in Software Engineering and is Associate Professor in computer science at the University of Madeira, Portugal. He edited 10 books on HCI and SE and authored more than 80 international publications in peer reviewed conferences and journals. He co-organised and keynoted several international conferences in the domains of software engineering and human-computer interaction. Nuno’s research interests lie in the application of models to software and system design, currently he's applying that to the domains of sustainability, service design, sharing economy and tools to support creativity. Nuno is the scientific director for areas of HCI and Design of the Carnegie Mellon Portugal international partnership (cmuportugal.org). He is the president of the Board of the Regional Agency for R&D of the Autonomous Region of Madeira (ARDITI) which is responsible for coordinating the smart specialization strategy (RIS3.arditi.pt) of the region. Nuno is also president of the Madeira Interactive Technologies Institute (M-ITI.org) and a member of the board of the national laboratory in Robotics and Engineering Systems (LARSyS.pt). Nuno is a member of the Ordem dos Engenheiros, ACM, IEEE Computer Society and IFIP TC firstname.lastname@example.org|
|Valentina Nisi||Valentina Nisi is an assistant professor at the Univesity of Madeira and researcher at the Madeira Interactive Technologies Institute. Valentina’s background covers Fine Arts, Multimedia and Interaction Design. Her main area of expertise is Digital Media Art applied to the research, conception and design of digitally mediated experiences. She teaches course in Interaction design and interactive experiences in general. Valentina has been leading research projects, publishing and delivering workshops internationally in the areas of Interaction Design, Digital Art and Entertainment technologies. Beside teaching and researching Valentina also enjoy writing stories for transmedia platforms, as well as for traditional email@example.com|
|Julian Hanna||Julian Hanna is an Assistant Professor at Madeira Interactive Technologies Institute (M-ITI) and the University of Madeira. He has also taught at the University of Lisbon and the University of British Columbia in Vancouver. His research on modernist literature and culture has appeared in publications such as the Journal of Modern Literature, Modernism/Modernity, the Journal of Wyndham Lewis Studies, and the International Journal of Scottish Literature, as well as a book, Key Concepts in Modernist Literature (Palgrave Macmillan, 2009). Since joining M-ITI in 2013 his research has shifted toward Human-Computer Interaction, with a particular focus on interactive digital storytelling. Along with Future Fabulators, his other recent projects include the Madeira Story Generator, Citizen X, and SARAMAGO. He currently teaches Creative Writing and Futures Studies.||firstname.lastname@example.org|
|Mara Dionisio||Mara Dionisio was born and raised on the Island of madeira (the ‘Pearl of the Atlantic’) and studied Informatics Engineering at the University of madeira. Her postgraduate work focused on Human-Computer Interaction, and while she was writing her master’s thesis on location-aware storytelling she discovered a passion for designing experiences that make users feel completely involved in the story. After two years as a lecturer in Informatics, her interest in designing interactive experiences became stronger than her love of teaching and she returned to research. She enrolled in the master of Entertainment Technology at Madeira Interactive Technologies Institute (M-ITI), a joint program run by Carnegie mellon University and the University of madeira, and since then her interest in location and themed-based entertainment contin- ues to evolve. Mara hopes that in the future she will be able to design and build interactive installations that are both engaging and email@example.com|
|Founded in 1996, Time's Up has its principal locus in the Linz harbour of Austria. Its mission is to investigate the ways in which people interact with and explore their physical surroundings as a complete context, discovering, learning and communicating as they do.|
Thus our research is based upon constructing interactive situations not unlike the normal physical world, inviting an audience into them and encouraging their playful experience-driven exploration of the space and its behaviours, alone and in groups. In this research process we use tools from the arts and design, mathematics, science and technology as well as sociology and cultural studies.
Our goals are to collaboratively investigate the world and its options with a general public, communicating and discussing these discoveries through workshops, publications, teaching and symposia.
Both, Tina Auer & Tim Boykett are among others founding members of Time's Up.
|Maya Kuzmanovic||Maja Kuzmanovic (HR/NL/BE) is co-founder and principal invigorator of FoAM. Maja is a generalist, with a background in design forecasting and interactive media. She worked in research centres and academia (GMD, CWI, Starlab, HKU) and roamed the fringes of technological arts since mid 1990s. Her particular approach to people & technology has been recognised by the MIT's Technology review & the World Economic Forum, awarding her the titles of Top 100 Young Innovator & Young Global Leader. Her current interests span experiential futures, alternate realities, speculative culture and techno-social aspects of food systems. She is a recent apprentice in Doing Nothing.|
|Nik Gaffney||Nik Gaffney (AU/BE) is co-founder of FoAM. He currently operates as a tangential generalist, designer, programmer and sous-chef with a focus on long-term thinking, experiential futures and stochastic tinkering.|
Since 1998 he has intermittently operated as a human fragment of farmersmanual, a pan european, multisensory disturbance conglomerate.
His work has been presented at venues worldwide, including the Centre Pompidou, ICA, COP15, Ars Electronica, NTT-ICC, Iceland Design Center, Vooruit and Z33. In 2014 he was awarded an honorary membership of the Cloud Appreciation Society for his photographs of Undulatus Asperatus.
|Rariţa Zbranca||Rariţa Zbranca is cultural facilitator and manager based in Cluj, Romania. She is director and cofounder of AltArt Foundation (www.altart.org) and is currently involved in strategic planning and programming for the participation of the city of Cluj in the competition for the title of European Capital of Culture 2021. She is a member of the Strategy Group of the “A Soul for Europe” initiative and a board member of the Balkan Express network. She is also cofounder of Fabrica de Pensule, an independent collective space for contemporary arts. Her main area of interest is the role of culture for social transformation and urban development. She has worked in the fields of arts and culture, media, and democracy for various organisations including AltArt Foundation, “A Soul for Europe”, Ethnocultural Diversity Resource Center, Soros Foundation for an Open Society Romania. She studied Photo-Video-Digital Image at the University of Arts and Design Cluj and Journalism at Babes-Bolyai University Cluj.||firstname.lastname@example.org|
|István Szakáts||István Szakáts is an artist, curator and cultural producer. He is co-founder and president of the AltArt Foundation, member of the Cluj Napoca 2021 European Capital of Culture Association Board and one of the founding members of Fabrica de Pensule (space for contemporary arts) in Cluj, Romania. He is a trainer in various media disciplines and taught digital culture at the Cinema, Media and Television Department of the Babes-Bolyai University in Cluj during 2005-2008. He holds a university degree in Fine Arts (2003), Computer Sciences (1992) and is currently enrolled in PhD programme in political email@example.com|
Hotel/Venue: Estalagem of Ponta do Sol
It is ideal for guest to arrive on Friday the 7th of November or Saturday 8th early morning and leave on the 10th of November, but of course, guests are more than welcome to stay and enjoy the beautiful island of Madeira.
We will provide transportation between the airport and the hotel.
More on Madeira Island here
For more informations contact us!