maandag 27 oktober 2014

Reconstructing the past take two: Herengracht 476

The next challenge was to use the Structure Sensor to capture a 17th century house on the 'Gouden Bocht' (Golden Bend) in Amsterdam. This two parcel wide majestic residence of the then Mayor of Amsterdam was the home where the porcelain teacup, we follow was used. The building is now used by the Prins Bernard Cultuurfonds.
The team (Audrey Loef (Architecture), Rosan Foppen (industrial Design), Ingmar Klappe (Architecture) and Senna Meij (Industrial Design) of the Technical University Delft, needed to use all their resourcefulness to get the job done. Despite of the 'promise' the Structure Sensor proved to have extreme difficulties with reflective surfaces, such as windows and glass, high ceilings and strong light/dark contrast.
The result: the beautiful ‘salon’ changed into a more ‘cave-like’ space. Clearly the Structure Sensor wasn’t up to the task of scanning a historical abundantly decorated sitting-room! 
Herengracht 476, Huize de Vicq

Salon, huize de Vicq


Salon, huize de Vicq

3D scan by the Structure Sensor

dinsdag 21 oktober 2014

reconstructing the past take one: a 17th century plate

Last week Audrey Loef (Architecture), Rosan Foppen (industrial Design), Ingmar Klappe (Architecture) and Senna Meij (Industrial Design) of the Technical University Delft have been working on a project for the Minor Augmenting Prototypes. They have tested a new 3D scanning device the 'structure sensor' for its use in reconstructing historical objects. This week the object was a porcelain plate, made in the 17th century in Japan, ordered by the then Mayor of Amsterdam. The plate is part of a set of tableware that was (likely) ordered for the marriage of the mayor with Aletta Pancras that took place at august 30, 1667. This plate is part of the collection of the Amsterdam Museum, and we are greatful that we had the oppertunity to scan the object in their depot.
Other (known) part of the set of tableware are two cup-an-saucers at Museum Boijmans Van Beuningen, a plate at the Victoria&Albert in Londen and a plate at the Idemitsu Museum in Japan.
Hre you can see the plate and the 3D computer reconstruction after the scan.

17th century plate, collection Amsterdam Museum, foto Senna Meij

3D scan of Structure sensor

3D computer model, modeled after scan, bottom view

3D computer model, modeled after scan, top view (excluding decoration)

maandag 13 oktober 2014

Students Technical University Delft test 3D Structure Sensor

Last week the Minor Augmenting Prototypes at The technical University Delft took of.
Audrey Loef (Architecture), Rosan Foppen (industrial Design), Ingmar Klappe (Architecture) and Senna Meij (Industrial Design) did take up the challange to make a 3D model of a 17th century teatable at Museum Boijmans Van Beuningen, using the just developed Structure sensor. Their project can be followed at their blog
The reconstruction of this table will be part of the content of the prototype of the Smart Replicas of the 17th century Japanse teacup.







woensdag 9 juli 2014

LikeFriends is looking for a motion gfx / ux designer

We’re excited to be working with Studio Maaike Roozenburg in bringing SmartReplica’s to life. (www.maaikeroozenburg.nl or http://smartreplicas.blogspot.nl/). As per direct (this september at the very latest) we’re looking to bring to the team a talented motion graphics designer / 3D animator. If you’re a great C4D modeler and animator, and you have a natural interest in UX, gaming and technology, you’ll love working on this project.

You’ll be working closely with our creative directors and developers in creating the AR interface and 3D content for the project. This will be an iterative process; you need to be able to quickly generate and try out new ideas, and be able to tolerate throwing most of them out. We’re looking to develop various interactive scenes that the user can play, explore, and dig into, using their physical phone as the main means of navigation. So the way we tell our story is more game-like than film-like. Your lighting and rendering skills are of less importance in this than your modelling, animating, technical and creative skills.
At the end of the project we hope to ship a fully functional prototype. If we’re succesful this prototype will become the basis for a series of museum exhibits as well as a range of consumer facing products.

If that sounds like your cup of tea, shoot an email to jasper@likefriends.nl. We look forward to having you on the team!

donderdag 29 mei 2014

Developing a spatial interface




Smart Replicas – Developing a spatial interface
In developing SmartReplicas, the first set of design questions we need to address here at LikeFriends is about the way we organise and explore information in three dimensions. How do users interact with information? How do real world elements interact with the virtual ones? How do we balance the dramatic strength of linear narration with the playfulness of exploration?
There's a couple of design principles that we're currently investigating in order to make sense of this:

1. CONTINUITY OF INFORMATION
With the shift from desktop to mobile, interfaces had to shrink considerably. Less room on a 'page' ment lots more pages and highly fragmented information. Applying a system of hard cuts from one screen to another would leave users disoriented as to where they were, where they came from, and how to get back there. To address this problem of disjointed screens, the majority of mobile interfaces now use visual clues as to how information is related. The menu is 'underneath' the content. Series of screens are laid out next to each other, giving the user a spatial grasp of the information hierarchy.
Simulating what we're used to in the real world, digital information in these interfaces is continuous. Everything is 'always there'. A comforting idea that helps us navigate and understand hierarchies of information. Animation, often only considered as a means to add shine, is crucial in this. Little shifts, zooms, fades and transitions tell the user how things are related to each other.
With SmartReplicas, we're bringing out the stories and information embedded in the object. We aim to use this as a guiding visual principle. Nothing should ever appear out of thin air, everything should have a place that it came from and will go back to. Here's a test of AR fortresses popping up from physical map. (And a shark. That's what that is.)


SR Animation test from likefriends on Vimeo.

2. LOOKING AT THINGS FROM A DIFFERENT ANGLE
Since we use mobile devices' cameras to look at SmartReplicas, it makes sense to consider the device itself the main means of navigation. So what if looking at something from a different angle visually gives you a different angle contextually? Here's a simple test of what we're calling different 'stages', seen from different angles:

3. SOME THINGS ARE BETTER IN TWO DIMENSIONS
One things that we were sure we didn't want to do from the start is to build a 3D website. Websites are extremely good at what they do and adding a 3rd dimension will not add anything but will just hinder the interaction people are used to. With SmartReplicas we'll have a lot of elements to show that are 2D in nature paintings, photography, illustrations. Trying to look at those while they're hovering in 3D space is not an effective way of seeing these images. To address this we're looking at combining a 3D interface with a 2D layer on top. Applying the idea of continuity then means that things will have to move from 3D space to 2D space and back againg. Here's a little black cube making that jump:

4. OBJECT ORIENTED
Since we didn't want to build a 3D website, we decided we shouldn't have buttons in 3D – just content. Tapping a piece of content can trigger that object to 'do' something, ie. animate to another state or change shape. Here's the map again, showing the route from the orient back to Amsterdam. Tapping the boat triggers an animation with a voice over:

5. INTERACTION CUES – EXPLORE, TRIGGER, WATCH.
If we have an object based interface without buttons, how do users know what they can do with it? How does an object signal to the user what is has to offer? We'd like users to navigate the stage with their camera. Elements that move into focus should then give users a cue. Tapping the object triggers its action for the user to watch. The objects are the decor but also the actors on the stage, and the user can tell them to act out their parts of the story. Here's a test of how interaction cues could work. Looking at an object activates it. Resting on it for a bit longer triggers a textual cue as to what you can expect when you tap the object.


dinsdag 27 mei 2014

Discovered in Delft, a collection of cups on show in Museum Prinsenhof Delft

The first edition of Smart replicas, Discovered in Delft, a collection of cups is part of the newly opened Museum Prinsenhof Delft. The four porcelain cups and the design process are on display in the section: The future of ceramics.

The Museum has been opened by King Willem Alexander on may 23th and is now open for those interested in Delft, ceramics, innovation and national history.

about Discovered in Delft, a collection of cups: www.maaikerrozenburg.nl
visit Museum Prinsenhof Delft: http://prinsenhof-delft.nl/

17th century Nodular cup


 
Discoverd in Delft, a collection of cups