Presenting Physical Things Digitally: New Collecting Practices.
(Proceedings) Research Through Design 2017.
Harrison_RTD2017_ThingaMe.pdf - ["content_typename_Accepted version" not defined]
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The motivations for collecting and the idiosyncrasies of physical and digital collections have been long studied. However, how they are presented in the digital space is an unresolved challenge. To help better understand this problem from a design perspective, we built Thinga.Me. Thinga.Me is a system which allows users to capture photographs of physical objects and then cut them out, place them into digital collections, and share them. By segmenting the object from the background the interface creates the illusion of a physical item, giving a sense of carrying your stuff with you in your pocket. Following two years of development, iteration and feedback, we discuss uses of the app and the implications it can have for changing the way we reflect on physical things in our lives. In particular, we focus on how digital collection are presented and displayed in a realistic way as a way of providing more meaning and helping shape users’ identities. Demonstrating the importance of visual design choices, our results lead to considerations on how to most appropriately display physical objects in the virtual world, whilst avoiding the uncanniness some might experience when interacting with skeuomorphic collections.
|Title:||Presenting Physical Things Digitally: New Collecting Practices|
|Event:||Research Through Design 2017|
|Dates:||21 March 2017 - 24 March 2017|
|Open access status:||An open access version is available from UCL Discovery|
|Additional information:||This work is licensed under a Creative Commons Attribution 4.0 International License. The images or other third party material in this article are included in the article’s Creative Commons license, unless indicated otherwise in the credit line; if the material is not included under the Creative Commons license, users will need to obtain permission from the license holder to reproduce the material. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/|
|Keywords:||Collecting, Visual, App, Uncanny, visuality, Skeuomorphism|
|UCL classification:||UCL > School of Life and Medical Sciences
UCL > School of Life and Medical Sciences > Faculty of Brain Sciences
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