Digital Urbanism, mediated architecture and augmented storytelling
Internet is being build out in the real world. There is huge transformation in creative industries already. New spaces to tell stories. We are in this space right now – between the real world and the digital world thanks to the extensions.
Bridging the link between transmedia storytelling and augmented mediat physical (urban) spaces. How storytelling changes the space between people.
- Practice-based draws
- Constructive design approach
- Speculative design/ critical design approach
- Action research
We want to experience real things again because of the digital media abundance. Physical things have big importance to us again. (in Starbucks for example we do not only buy the coffee, we buy the experience as well)
Apple story – it is designed to be an experience for the customers.
- The internet of things;
- Smart cities;
What was on the screen world is implicated in the real world which makes it fundamental.
‘filmmakers will be able to place a story layer over the real world’
An inexperienced viewer – the senses need to adjust – learning process, they build up enough experience to re-integrate themselves in to a new mode of operation.
An app which triggers you to use your phone and interact with some building for example while walking around in some area. It sends you notifications and you can see a story.
‘Scan the bin to save the urban bees…’ – the bee is a symbol of Manchester, there are bees symbol around the city, for example on bins, which you can scan and then see a story about the bees living there, to learn something new.
‘Smart fridge’ – it orders the things you come out of for you. Automation of the world is increasing.
How we can tell stories between the spaces?
19th century – novel;
20th century – cinema;
21st century – interface
The importance of interaction, sharing with others. There is no longer a fact-fiction binary. (Joggers app – ‘Zombies, run’ Run in real world, become a hero in another world)
The architecture of the web builds in the real world.
Gamifying activities to build a behaviour and the social activity makes it different (the bin who takes pictures of the garbage every time we throw something in the bin and send it to your social network – to prevent the waste problem)
Digital screens with sensors for more interaction with our real environment.
The augmentation is already there, it is just not visible yet… we do not wear the glasses to see it.